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The BRUNSWICK-BALKE-COLLENDER CO. 

The Most Extensive manu- 
facturers In the World of 

BILLIARD and 
POOL TABLES 

AND SUPPLIES. 

MAIN OFFICES AND FACTORIES : 

NEW YORK— Office and Salesrooms: 29-35 West 33d Street. 
Factory: Long Island City. 
CHICAGO— Office and Salesrooms: 263-265 Wabash Ave., S. S. 

Factories: Orleans, Huron, Superior & Sedgwick Sts. 
and Muskegon, Mich. 
CINCINNATI— Office and Salesrooms: 130-132 East Sixth Street. 
— Factory: 217-219 East Eighth Street. 

ST. tO CIS— 106 South Fourth Street. 
SAN FRANCISCO— Office and Salesrooms: 17-27 Franklin St. 
Factory: 20th & Harrison Sts. 

Eastern Branch Offices and Salesrooms: 

BOSTON, MASS 86 Washington Street 

NEW HAVEN, CONN. 129-131 Temple Street 

BALTIMORE, MD . .11-13 N. Liberty Street 

WASHINGTON, D. C > 712 13th Street, N. W. 

PHILADELPHIA, PA 1002 Arch Street 

SYRACUSE, N. Y 204-206 W. Water Street 

BUFFALO, N. Y 221 Washington Street 

PITTSBURG, PA 20 Wood Street 

ALBANY, N. Y 576 Broadway 

RICHMOND, VA 12 North Twelfth Street 

Western Branch Offices and Salesrooms: 

DETROIT, MICH. 98-100 Randolph Street 

GRAND RAPIDS, MICH 56 South Ionia Street 

CLEVELAND, OHIO 1392-1398 West Third Street 

TOLEDO, OHIO 513-515-517 N. St. Clair Street 

COLUMBUS, OHIO ,. . 41 E. Chestnut Street 

INDIANAPOLIS, IND ... ..105 S. Meridian Street 

MILWAUKEE, WIS 275-277-279 W. Water Street 

MINNEAPOLIS, MINN 426-430 3rd Street South 

OMAHA, NEB 407-409 South Tenth Street 

MARSHALLTOWN, IOWA 314-316 South Third Avenue 

KANSAS CITY, MO ..537-539 Delaware Street 

DALLAS, TEXAS 15s Main Street 

EL PASO, TEXAS 216-218 South Stanton Street 

NEW ORLEANS, LA 134 Chartres Street 

DENVER, COLO 1701-19 15th Street 

SALT LAKE, UTAH 170-172-174 W. Second South Street 

BUTTE, MONT. . . ^ Broadway and Arizona Streets 

MEMPHIS, TENN 227-229 South Main Street 

Pacific Coast Branch Offices and Salesrooms: 

PORTLAND, ORE 49 Third Street 

LOS ANGELES, CAL 331-333 East Third Street 

SEATTLE, WASH 201-203-205 First Avenue South 

SPOKANE, WASH 604-610 Front Avenue 

Foreign Branch Offices and Salesrooms: 

PARIS, FRANCE 19 Rue de la Pepiniere 

MEXICO, MEX Zuleta 15 

TORONTO, ONTARIO .67-69 Adelaide Street West 

MONTREAL. P. Q n Notre Dame St 

WINNIPEG, MANITOBA, 400 Portage Avenue 

VANCOUVER, B. C 552 Beatty Street 



Largest and Best Equipped Factories in the World. 



~B* v/ ■ C or \ 



A COMPLETE HAND-BOOK 



OF 



STANDARD RULES 



OK ALL THE PROMINENT GAMES OF 



Billiards and Pool 



AS PRACTICED BY THE GREA T PROFESSIONALS AND OTHER 
LEADING PLA VERS IN ALL PARTS OF THE WORLD 



A Series of Valuable Hints to the Purchasers of 

Billiard-Tables and to those who keep Tables 

for Private or Public Use 



THE BRUNSWICK-BALKE-COLLENDER CO. 

1909 






LIBRARY of CONGRESS 
Tv/o Copies Received 

FEB \\ 1909 

Copyrignl Entry 
CLASS CC. XXc ' No - 

copy a. j 



Copyrighted, 1909 by 
'.VHE BRUNSWICK-BALKE-COLLENDER CO. 



«A»a^ msmffft ee>***^tf, msw yssKt 



ja 






INTRODUCTORY. 



In presenting this revised edition of the Handbook of the 
Rules of Billiards the publishers have been duly mindful of 
the many changes and modifications that have taken place 
since some of these rules were originally framed. Their aim 
has been to contribute to the history and literature of "the 
Gentleman's Game" a volume that shall preserve all that is 
vital and valuable in the way of rules and directions, while at 
the same time discarding much that is obsolete and confusing. 
Accordingly it will be found that the book is in the best sense 
"up to date." It embodies, among other things, the playing 
rules of the Eighteen-inch Balk Line Game for the World's 
Championship, which differs radically from any other style 
of game heretofore introduced, and which, as illustrated by 
the highest grade of expert skill, has gained instant public 
acceptance as one of the most fascinating forms in which the 
game of billiards has ever been presented. It will be noticed, 
moreover, that a change for the better has been made through- 
out in the phraseology and construction of the playing rules 
of the games most in vogue both of billiards and pool, with 
the object alike of dispensing with superfluous words and of 
assisting the reader to a clear interpretation of the meaning 
and intention of the laws governing the different games. This 
improved form of the rules has been approved and indorsed 
by the leading experts of the world, and therefore bears the 
stamp of the highest authority. To the great body of devotees 
of the grandest of indoor sports, as well as to those who may 
desire disinterested advice and suggestion as to the matters 
to be considered in the purchase of billiard tables and the 
fitting up and conduct of billiard rooms both public and pri- 
vate—in short, to the friends and patrons of billiards every- 
where, this handy volume is respectfully dedicated. 

THE BRUNSWICK-BALKE COLLENDER CO. 



HISTORY. 



The origin of " The Noble Game " Las forever been a 
mystery and a contested point, and its invention has been at- 
1 1 ibuted by various authorities to several nationalities. As 
an antique date we might mention that Shakespeare, born in 
15Gi, and who died in 161G, would have us believe that when 
Antony revelled in the charms and the luxurious love of the 
Egyptian Queen, that billiards was even then a well known 
pastime, for at this period, 30 e.g., he makes Cleopatra sum- 
mon Charmian to billiards. In O'Reilly s English translation 
of the Abbe McGeorghegan's " History of Ireland " is given 
the substance of the will of Cathire More, a sub-king of Ire- 
land, who reigned over the district of Leinster, and who died 
a.d. 148. To quote from that will : " To Drimoth I be- 
queath fifty billiard-balls of brass, with the pools and cues of 
the same material." 

The late Rev. Archbishop Hughes, who was himself a patron 
and warm advocate of the refined pastime, attests that he read 
in the Confessions of St. Augustine, born a.d. 430, an allusion 
to billiards. In France, Germany, England, and in this coun- 
try (the game having been brought here by the Spaniards, who 
settled in St. Augustine, Fla., in 1565) women have for many 
years been steadfast patrons of the fascinating pastime. 
Our Presidents, from George Washington to the present time, 
have practised the game in the billiard-parlor of the Executi-*- 



6 A COMPLETE HAND-BOOK OF 

Mansion, likewise have many of the Governors of our several 
States. 

Henry Ward Beecher and other great divines have in strong 
terms of praise advocated the game. It may be stated in 
this connection that there are hundreds of educational insti- 
tutions — insane and inebriate asylums — and very many refor- 
matories throughout the world where the billiard-table is 
looked upon as an indispensable adjunct. 

The venerable Dr. McCosh, of Princeton College renown, 
is a warm advocate of the game, likewise are many other of 
the great Professors of these institutions, and it is but a few 
years since that a graduate of Princeton College, uj)on reach- 
ing New York, sent four new billiard-tables as a present to 
the students of this noble institution. 

Referring to the billiard-table as a means of healthful exer- 
cise, especially for scholars and other persons of sedentary 
habits, a physician attached to a private academy in one of 
the Western States writes : "I carefully observed for several 
months the powerfully strengthening effect of this peculiar ex- 
ercise, and was much surprised to note the benefits to those 
possessing weak and defective structures. So marvellous have 
been the results in many cases where diseases have become 
almost chronic, that I can scarcely comprehend such wonderful 
results in so short a time. Tins exercise, so efficacious in driv- 
ing disease from the human system, has been thoroughly 
tested and has proven a permanent success, and has the ef- 
fect of materially assisting the pupils, the work of cultivating 
the mind being greatly aided by the healthful operations of 
the functions of the body. 

" Without exercise, the plan has been inactivity of body 
and activity of mind ; under this system it is equal activity of 
both, the healthful influence of one, induced by judicious 
muscular exercise, operating to assist the other. 



BILLIARDS AND POOL. 7 

"The motions gone through in the pastime reach every part 
of the body, and operate upon every portion of the system. 
They completely dispel languor and inactivity from the frame. 
The tension of the muscles is tested, and the blood flowing 
sluggishly in remote and undisturbed portions, is urged and 
quickened in its circulation by the relaxing and contracting 
muscles. The brain stimulated into new activity by the lively, 
bounding current within, and unharnessed by disordered 
functions of the physical life, comprehends and absorbs with 
swiftness whatever is presented to its spiritual appetite. 
•Such have been the effects of free billiard exercises, and I hope 
soon to see them become general in use, as it makes the 
youth feel that he is growing up into a new life of physical 
strength and activity."' 

Many of our great statesmen and other learned men and 
our refined women have ever been steadfast supporter of 
the gentle amusement. 

Billiards is a mathematical game and affords scope and ex- 
ercise for those faculties which discipline and strengthen the 
mind. A steady hand, a clear head, quick perceptions, and a 
pleasant exercise of the calculating powers are requisites for 
an accomplished billiard-player, and the practical develop- 
ment of these qualities must naturally be productive of good. 

The kings of France have at all times been considered most 
powerful friends of the game. Mary Queen of Scots was a 
passionate patroness of the game, and on the evening preced- 
ing her execution wrote to the Archbishop of Glasgow that 
her '"'billiard-table had just been taken away from her, as a 
preliminary step to her punishment." The Empress Joseph- 
ine entertained so great an idea of the fascinations of the 
game, that during Napoleon's moody moments she would chal- 
lenge him to a bout at billiards, and he never appeared more 
happy than when engaged in the game. Emperors, kings, 



8 A. COMPLETE HAND-BOOK OF 

princes, and titled nobility are competitors at the refined pas« 
time, and the women as well participate in the exhilarating 
amusement. 



BILLIARDS IN THE FAMILY CIRCLE. 

There is no place where the delightful pastime of billiards 
affords so much pleasure and satisfaction as under the happy 
influence of home. To such an extent is this truth apparent 
that no residence of any pretension whatever is considered 
complete without its billiard-room and billiard-table. Years 
ago the homes of only the very wealthy contained those re- 
quisites to health and enjoyment, but with our modern prog- 
ress and the demands of advancing taste, these adjuncts of 
pleasure have found their way into the habitations of the 
comparatively poor and humble. Nor is this to be wondered 
at, because while the construction and equipment of the bil- 
liard-tables have undergone great revolutions and improve- 
ments, the cost has changed in the inverse ratio. Twenty 
years ago, a first-class billiard-table suitable for a dwelling 
could not be purchased for less than six hundred dollars, and 
from even this figure the price advanced with the degree of 
elaborateness with which it was gotten up. To-day a more 
modern and scientific instrument can be purchased for about 
half that amount, and its cost modified or increased in pro- 
portion to its embellishments, so that practically speaking the 
billiard-table has been "placed within the reach of all." 
Long evenings are especially adapted for the enjoyment of 
this desirable home pleasure, and we see it grow more and 
more popular with each coming season. From a scientific 
stand-point, there is no game suparior to that of billiards in 
the development of skill,* precision, calculation, and dexterity, 
while from a hygienic aspect no in-door amusement will at al] 



BILLIARDS AND TOOL. 9 

compare with it. We have the best medical authorities to 
indorse our views on this latter point. Sir Astley Cooper, 
the celebrated English physician, has said : 

" We should all sleep more soundly if we made it a rule to 
play billiards an hour or two each evening before going to 
bed, and there is nothing that so endears the family circle as 
the recollections of amusements shared in common in games 
in which we all take part." 

Dr. M.-.rcy, the well-known American physician, says : 
" One of the pleasantest and easiest means of regaining and 
retaining health is to introduce into private houses a billiard- 
table, and to present it to the entire family — men, women, and 
children- *as a means of daily exercise and recreation. The 
most indolent and stupid will, by practice, soon acquire a 
fondness for the game ; and the improvement in the sanitary 
condition of those who habitually indulge in it will commend 
it in the strongest manner to the heads of families. We also 
advocate the game of billiards in families from a moral as 
well as a sanitary point of view. Young America is naturally 
' frisky,' naturally enthusiastic, exuberant, and fond of ex- 
citement and fun. Confine him in the house without diver- 
sion or excitement, and he mopes, sulks, pines, and sooner or 
later breaks wholesome parental restraints, and instinctively 
seeks for amusements, excitements, and pleasures elsewhere — 
at the club, the play-house, the restaurant, and too often the 
gambling-room. These natural instincts for diversion may be 
directed in such a manner by parents as to be productive of 
positive physical, moral, and intellectual benefit, by investing 
home with a few of the attractions which beckon them else- 
where. Give them comfortable billiard-rooms and billiard- 
tables, so that body and mind can be amused and invigorated, 
and the attractions and pleasures of home will be superior to 
those beyond its boundaries." 



10 A COMPLETE HAND-BOOK OF 



SOUND REASONING. 

In the consolidation of the strongest and best two houses 
it) the billiard business in the world for the manufacture of 
billiard and pool tables the public is guaranteed the following 
advantages : 

1. The benefits of all the valuable patents and improve- 
ments in use. 

2. The saving effected in prices of material, which we buy 
in such quantities as to secure the best slate, lumber, ivory, 
cloth, etc., at lowest prices. 

3. The advantages afforded by the use of the finest machin- 
ery in our several very extensive factories, a saving in cost, 
and the best possible results in finishing. 

4. The choicest array of artistic designs. 

5. Our incomparable quick cushions, combining <11 the 
requisite qualities of speed, accuracy, and durabilit}'. 

6. Prompt, courteous, and careful attention. Our supply 
is always full, and there need be no delay in shipping. 

We make a specialty of fine billiard and pool tables for 
residences, and will furnish designs, diagrams, and all naces- 
v sary information, gratis, on application to any of our off? ^es. 
The Brunswick-Balke Collender Co. 



HOW TO BUY A BILLIARD TABLE. 

There are details in the construction of a billiard table 
which can only be observed by the closest scrutiny and the 
most careful investigation. Every intending purchaser of n 
table should intelligently convince himself on the following 
essential points .; 



BILLIARDS AND POOL. 11 

1. Otuige the speed of the cushion, and mate sure that it 
fulfils modern requirements as regards speed, accuracy, etc. ; 
also see that the cushion is made of pure rubber, and not of 
a material cheapened by adulteration, and therefore less 
durable. 

2. Examine the cloth at the time of purchasing, and see 
that you get genuine Simonis. If you are not a judge of 
cloth, all the more reason why you should buy only of reliable 
and trustworthy parties. 

3. Do not be satisfied with hard ivory balls when you have 
to pay for soft Zanzibar ivory. 

4. Demand a guarantee that the lumber of which the table 
is constructed is thoroughly seasoned. 

5. In the matter of good varnishing and a durable finish 
you must rely upon the responsibility and experience of the 
manufacturer — that he uses the best varnish, and that it has 
proper time to dry, so that the finish will stand all the ex- 
tremes of dryness and dampness, heat and cold. Therefore 
you should examine the stock of tables on hand in the factory, 
in order to ascertain whether it is such as to warrant the be- 
lief that the tables are not rushed through. 

6. For thorough workmanship you can only trust to the 
complete machinery in the factory, and to the experience of 
the manufacturer and the help employed. 

7. When all these points have been carefully noted, the 
purchaser is in a position to judge for himself whether ha is 
getting the best goods to be had for the money. 



12 A COMPLETE HAND-BOOK OS' 

OUTFITS. 

CARROM-TABLE. 

The outfit of a carrom billiard-table consists of cloth, one 
set (3) of ivory billiard-balls; one cue-rack; one dozen 
cues; one set of markers; bridge, mace,, brush, chalk, 
tips, and a handbook of rules of the different games. 

POOL TABLE. 
The outfit of a pocket or pool table consists of cloth ; one 
set (16) of composition pool-balls (size to be mentioned 
in contract); a pool ball-rack; triangle; bottle and small 
balls; one dozen cues; one cue-rack; bridge, mace, brush, 
chalk, tips, and a handbook of the rules of the different 
games. 

COMBINATION TABLE. 

The outfit of a combination table consists of cloth; one 
set (3) of ivory billiard-balls ; one cue-rack ; one dozen 
cues; one set of markers; bridge, mace, brush, chalk, 
tips, and a handbook of rules of the different games; 
one set carrom-plugs; one set composition pool-balls; 
one ball-rack; one bottle; one triangle; one set (16) small 
balls; one pin-pool board and one set of pool-pins. 

HOW TO SET UP A TABLE. 

All parts of the billiard-table should be properly num- 
bered, showing which parts come together. 

First place the legs in the proper position on the floor, 
and screw the sides and ends into them, as marked. 

See that the tenons of the rails are well down in the mor- 
tise; if not, knock them firmly in, taking care to put a piece 
.of wood on top of the rail to keep it from being bruised with 



BILLIARDS AND POOL. 13 

the hammer. Next put in the stretcher-rails as marked. The 
frame must then be levelled by putting pieces of wood of the 
requisite thickness under the legs, until a spirit-level and a 
straight-edge, the whole length as well as across the table, 
will show a perfect level. Find the highest port and level the 
rest n i> to that. 

Now put on the slabs of slate, putting the slab marked 
"Head" on the corresponding part of the frame. 

The slabs must then be screwed down all round the edges 
first, and levelled again with a spiritdevel and straight edge. 
When this is done, the screws in the middle are to be in- 
serted, and screwed perfectly tight. After all the screws are 
in, and the bed satisfactory, fill up the screw holes and joints 
with plaster of Paris, mixed to the consistency of thick cream, 
and put on quickly, taking care to scrape the filling stuff per- 
fect!}' even with the bed. When thoroughly dry, the whole 
must be made smooth with sand-paper. 

Next put on the cloth, with grain running from the head 
of the table, and draw it as tight as possible, taking care that 
there are no wrinkles or creases. In putting on the cloth, 
t- 7 ck it for a few inches at one corner, then pull the cloth 
tightly to the corner at the other end of the table, same side, 
putting a few tacks in to hold it while the whole of that side •. 
is being tacked ; put the tacks about two and a half inches 
apart. When one side is done, do the same on the opposite' 
side, pulling the cloth evenly, and as tight as possible with- 
out tearing it ; next tack the end and head of the table in the 
same manner. 

No cloth should be placed between the green cloth and the 
bed of the table. 

Chalk-cups should be screwed on the rails before they are 
put on the table. 

Then put on the cushion-rails as numbered ; the numbers 



14 A COMPLETE HAND-BOOK OP 

to match will be found tinder the projecting edges of the 
bed. 

Before screwing the cushion-rails tight, put in the pockets, 
and screw the pocket-irons in their places. Then screw up 
*jhe rails as tight as possible, and tack the pockets and leathers 
in order. In a carrom-table the four corner cushion-bolts 
should be the first put in, and screwed up so as to bring the 
cushion-rails properly together. After this is done put in the 
other cushion-bolts. In placing the spots, a line is drawn down 
the centre of the table from the sight nails in the head and 
lower cushions ; two lines are then to be drawn from the 
centre-sights in the side cushions, and where these lines inter- 
sect, place the spots — the pool spot is placed about five inches 
from the lower cushion on the central line. Spots are made 
from court-plaster. Wet and hammer them on . lightly to 
make them stick. 



THE ROOM. 



An apartment to accommodate one table should be of the 
dimensions following, graduated by the size of the table, and 
affording space for the free exercise of the cue. "Where two 
or more tables are placed, four feet will be sufficient to allow 
between them. 

For tables 5 x 10, tlie room should be 15 x 20. 

" 4£ x 9, " " U£ x 181. 

" 4x8, " • " 14 x 17i. 

" Si x 7, " " 12 x 15. 

Architects, in their plans for modern mansions, should 
make suitable provision for this amusement, without which 
no gentleman's establishment (more especially if a couutry 
one) can now be considered perfect. Even if the builder of 



BILLIARDS AND POOL. 15 

a uouse has no taste for the game himself, he should look be- 
forehand, and consider that such an accommodation might 
form an important item in the price which a succeeding ten- 
ant would be willing to pay for it. The light, if possible, 
should come from above, through ample skylights, so as to 
bring the table within a general focus, and thus prevent any 
shadow being thrown from the balls or cushions. The gas- 
light should be raised about three feet two inches from the 
bed of the table, and supplied with horizontal burners, as by 
such an arrangement no shadow is cast from the pipe. The 
distance of the light from the floor should be about 6 feet 
1 inch. For a 5 x 10 table the cross-arms of the pendant 
should measure from light to light 28 inches, and the long 
arms 5G inches. For a 44 x 9 table, cross-arms 25 inches, 
and long arms 50 inches. For a 4 x 8 table, cross-arms 22 
inches, and long arms 41 inches. A useful shade has been 
devised which throws a soft, even light on the table, and 
keeps the glare from the players' eyes. The floor, if carpeted 
at all, should be covered with some thick, or soft material. 



THE TABLE AND ITS ACCOMPANIMENTS. 

The standard size of the billiard-table used by the experts 
of this country for all match games is five feet in width by ten 
feet long ; but for private houses and public rooms the 
smaller table, four and one-half by nine feet, has become 
more popular, and the four feet by eight table is frequently 
used. The general appearance of a billiard-table is so well 
known to every one that a description would be out of place. 
The frame is generally made of mahogony, rosewood, walnut, 
maple, oak, or ash, and, upon special occasions, other woods 
are employed. The bed is generally of slate and made in 



10 A COMPLETE HAND-BOOK OF 

three or four slabs, each one inch in thickness ; over this bed 
is stretched fine green Simonis broadcloth ; the table being 
made perfectly level, this gives a smooth, even surface for the 
balls to roll upon. Around this bed and rising about two inches 
above it, are rails bearing the cushions, the top surface thirty- 
four inches from the floor. The edge of the cushion where 
the ball comes in contact with it is one inch and seven-six- 
teenths above the slate, and is or should be slightly pitched, 
to permit the cue to strike the ball at the proper point. This 
height is adapted to the regulation size billiard-ball ; for balls 
of smaller size the elevation of the cushions should be changed 
so that they come but one-fourth of an inch above the centre 
of the ball. The game of billiards is played in this country 
almost exclusively upon the carrom-table, which has the rails 
continuous about the sides and ends, while tables with six 
pockets — one at each corner and one at the centre of each side 
and with four pockets, one at each corner of the table are used 
for fifteen-ball pool. The cushion, upon which depends so 
much for the success of the stroke, should be made as nearly 
perfect as possible, combining qualities that will assure dura- 
bility and accuracy ; it should possess that nice degree of 
elasticity the exactness of which requires long experience to 
learn, that will insure a proper angle when the ball rebounds ; 
it must be unaffected alike by damp weather or dry, and not 
susceptible to the changes of temperature. Upon rainy and 
foggy days the cloth absorbs the moisture, offering greater 
resistance to the ball, making it necessary to use much more 
force of stroke than in clear weather to carry the ball the 
same distance. 

THE CUES, 

when not in use, should be kept in the cue-rack, at a distance 
from the fire or stove, and care should be taken to have 



BILLIARDS AND POOL. 17 

tlit m placed in a perfectly perpendicular position, by winch 
means they will be prevented from warping or g 
Brooked. Tiny should be well sand-papered, occasionally, 
with line sand-paper. A billiard-room should never be with- 
out sand-paper; the leather particularly requires to be fre- 
quently sand-papered to keep it from projecting over the 
cue. This projection of the leather, which is caused by the 
expansion resulting from the contact with the ball, is the 
cause of that great annoyance to the billiard-room keeper — 
a torn cloth. The projecting leather being frequently the 
hard under part, if, by the slightest miscue, it comes in con- 
tact with the cloth, it either takes off a portion of the nap 
from the cloth, and makes a small cut, or causes that trian- 
gular rent so frequently seen in the billiard-cloth. The 
player is frequently blamed for thus injuring the cloth, but 
the really guilty party is the owner of the cues, who neglects 
to keep them in good order. The leather should be even 
with the cue and slightly rounded on the top. 

SELECTION OF A CUE. 

Select a cue in harmony with the physical powers, and be- 
come accustomed as much as possible to play with cues of 
similar weight. From fifteen to nineteen ounces are fair 
weights, according to the balls now used in play. A cue, if 
too heavy, will paralyze the nerves of the arm and render 
them wiable to estimate correctly the amount of force em- 
ployed ; if too light, on the other hand, it will call for an 
amount of force so great as to be incompatible with a steady 
and deliberate aim. Without some sensation communicated 
to the -hand through the cue, when it contacts with the ball, 
it would be impossible for experts to accomplish the great 
runs so often made. 

The heavier the cue the less is the influence of the stroke on 



18 A COMPLETE HAND-BOOK OP 

the ball felt, and it is carried beyond or falls short of the 
point desired. The delicate touch for nursing should be as 
apparent as the stronger stroke. 

Finally, let the cue be straight, for any crookedness in this 
instrument distracts the eye, and may seriously interfere 
with the manual correctness. 

THE BEST CUE-LEATHERS. 

Only the very best cue-tips should be used, and no time 
should be wasted with the cheaper grades. The labor spent 
and the time lost through the use of inferior tips makes them 
more expensive in the end than the higher priced article, 
and the latter will long outlast the cheaper grades. 

HOW TO PUT LEATHER ON A CUE. 

Select a tip from a box of good leathers which is a shade 
larger than the point of the cue ; next, place it on some solid 
flat surface, and give it a sharp blow with a hammer. This 
gives solidity to the leather, and in a great measure prevents 
the expansion of the leather after it is on the cue. After it 
has been hammered, rub the under or flat part with a file or 
on a piece of sand-paper, to roughen the leather, that it may 
the more readily and the more fixedly adhere when the adhe- 
sive matter is applied ; now take the cue, and with a file or 
fine rasp make the point even and true, taking off the old 
glue or particles of leather, if any are attached. A little good 
glue applied hot will be sufficient to make the leather adhere^ 
but cue- wax of a good description will be found more con- 
venient. The proper way to use cue-wax is to take a cup of 
hot water and dip the cue-wax in it until sufficiently dissolved 
to put on the point of the cue and on the leather. By rub- 
bing and pressing them together for a few minutes a good 
degree of adhesion will be produced, then attach the cue- 



BILLIARDS AND POOL. 19 

clamp, or if without this useful instrument, set the cue up 
perpendicularly on its end, with the leathered end resting on 
the floor, that the adhesive matter may receive the weight of 
the cue. "When the wax has hardened thoroughly, the cue 
and leather can be sand-papered until they are made even. 
In cases where the leather is wider than the point of the cue, 
the latter can be reversed, the end bearing the leather placed 
0:1 a piece of wood, the leather trimmed with a sharp knife 
nearly even with the wood, and then finished with sand-paper 
in the usual way. 

The cue-clamp is of very valuable assistance to proper cue- 
leathering, and no billiard-room should be without it. 

For convenience, serviceableness, economy, and readiness 
of application we manufacture Self-adhesive Cue-leatheks, 
which have met with great favor. They are manufactured of 
the very best materials, can be attached to the cue with in- 
credible dispatch, and will adhere with the utmost tenacity, 
and are equally desirable for public or private billiard estab- 
lishments. 

CHALK. 

Only the very best imported chalk should be used on cue- 
leathers. There has been in the market for the past few 
years niany inferior grades of so-called French and German 
chalk. 

Competition seems to have forced the very worst grades of 
this article upon the market, and customers should be ex- 
ceedingly particular to purchase this article from a recognized 
first-class house, for then only are they insured against impo- 
sition as regards its quality. 

THE CUSHIONS. 
To execute the refined and artistic game of billiards suc- 
cessfully it is imperatively requisite that a perfect billiard- 



20 A COMPLETE HAND-BOOK OF 

cushion should he used. A perfect cushion is one which per- 
mits the bull to return from its resilient side with an ac- 
curacy which shall exemplify the axiom that the angle of 
incidence and reflection are equal. The principle on which 
billiard-cushions are constructed to-day admits of great speed 
with correctness of angles, and these requisites the great 
experts of the world say are only to be found in the celebrated 
"Monarch Cushions." To verify this strong assertion it is 
only necessary to call attention to the fact that these ex- 
perts invariably select the Monarch Cushions for all their 
great trials of skill, those which have occurred for years, both 
in this country, in France, in Belgium, and in other cities in 
Europe. These cushions have received the award of first 
medals of honor in all the great expositions which have been 
held from time to time in this and other countries, lithograph 
specimens of which may be found at the end of this publica- 
tion. Vs a casual introduction into the history of the origin 
and perfection of the billiard-cushion should be of interest to 
the patrons of the game, we will give a short sketch of billiard- 
cushions from the original article, the "rag bag" and the 
bag of curled hair, to the perfected "Monarch" of to-day. 

Previous to 1850 the cushions in general use were made of 
rags or layers of list or cloth which presented a rounded sur- 
face for the ball to strike against and then rebound with a 
jump. In England raw gum cushions had been introduced 
as long ago as 1835 and later they found their way into this 
country, but they met with so little favor that they were soon 
abandoned. A so-called inventor of the raw gum cushion also 
patented in this country an air-pipe cushion of thin vulcanized 
rubber which had to be filled or pumped full of air, similar to 
the old-fashioned rubber life preservers, but because of the 
great. height of these cushions, the ball being well hid when if, 
touched or lay under the cushion, they also became unpopular. 



BILLIARDS AND TOOL. 21 

Various attempts were made with rubber and cloth by several in- 
dividuals to invent an acceptable billiard-cushion, butallthe.se 
attempts invariably met with failure. The first solid rubber 
cushion was produced in 1850, in the shape of a si rip ©f vul- 
canized rubber which was nailed to the cushion-rail, it being 
believed at that time that rubber could not be glued to wood 
30 as to remain tixed. These rubber strips were bevelled 
.,itl). a knife and then rasped down to a true face. An im- 
provement was made upon this method of cutting the rub 
through bevelling a piece of wood and securing it to the rub- 
ber strip, then by holding the knife against the bevel the 
krnfe would cut through the rubber ; then by another cut ot 
the same rubber through, using the same wooden bevel, a 
diamond-shaped strip would be produced with face and back 
bevelled alike, and this was the origin of the diamond-shaped 
rubber cushion of to-day. 

In 1855 Michael Phelan returned from a residence of about 
a year in California and brought with him ideas for the con- 
struction of a combination cushion of rubber, leather, and 
cork, the cork being first used on the face of the rubber to 
prevent the ball from sinking into the rubber, thus forming 
a shoulder to resist the ball, which caused an acute angle in 
the rebound of the ball. It was found that the cork, when 
used with the rubber alone, would crumble through the con- 
stant pounding of the balls against the cushions, and then a j 
piece of leather was laid over the cork to hold this cork sub- [ 
stance in position, and the great Phelan and Seereiter match 
of 1859 was played upon a table fitted with these cushions. 
Steel-faced, whalebone-faced, corded-edged, and canvas, 
faced cushions were also invented about this time by various 
manufacturers, but they in turn also became unpopular 
and were abandoned. Finally hard rubber was introduced 
to the face of the elastic vulcanized rubber cushions, and 



22 A COMPLETE HAND-BOOK OP 

these, with various improvements, were in use for some years 
until they, having served their usefulness, have been laid aside 
for the now celebrated " Monarch Cushions," and these latter 
cushions, having superseded all others, are now in genera) 
use all over the world. 

The principle of construction of the perfect "Monarch 
Cushion " admits of great speed with correctness of angle. The 
face of the cushion is comparatively solid, which prevents the 
ball from imbedding itself into the rubber, the elasticity being 
at the back, yet both face and back are in fact one substance. 

Its durability and accuracy are not affected by climate or 
weather, hence it may be, and is, sent to all parts of the world 
where the game of billiards is known. The chief billiard ex- 
perts and professors of both hemispheres and the premier 
amateur players of the world have pronounced the "Monarch 
Cushions " to be the best and most accurate cushions in use, 
and in this endorsement alone there is strong evidence of 
their great merit. The Monarch Cushions are the sole prop* 
erty of the Brunswick-Balke-Collender Co. 



IMPORTANT TO BOOM-KEEPERS. 

Owing to the fact that room-keepers are not generally 
aware of the peculiar sensitiveness of ivory, rendering it sus- 
ceptible to material damage from atmospheric influences, 
coupled with the fact that oftentimes they cannot account for 
the condition of the cloth on their tables, the Brunswick- 
Balke-Collender Co. deem it wise to give their patrons the 
benefit of their long experience through an article of general 
information as to the care of ivory balls, billiard- tables, etc., 
with a view to assisting materially in a better preservation of 
tables in a first-class condition than has hitherto been the case 



BILLIARDS AND POOL. 2b 

in most of the private, public, and club billiard-rooms through- 
out the country. It is therefore important that every room- 
keeper, and all others who are interested in the care of one 
or more billiard-tables, should carefully peruse the following 
article that they may commit to memory its valuable suggest 
tions and be governed accordingly. 



HINTS ON THE CAEE OF BILLIARD-TABLES, ETC. 

THE CLOTH. 

Lovers of billiards who have had any considerable experi- 
ence on the " field of the cloth of green"' know that, even with 
cues and balls of the best, a good cloth is something most es- 
pecially to be desired when playing billiards for the sake of 
billiards, and not merely to pass away time. 

The cloth which has been tested during a period of forty 
3 T ears and not found wanting ; whose uniformity of texture 
and finish, permanency of color, firmness and durability are 
unequalled and not to be approached — the cloth par excellence, 
whose every quality warrants its justly deserved reputation 
—is that manufactured by Iivan Simonis, of Verviers, Bel- 
gium ; and this statement cannot be refuted. 

Would-be rivals, however, of Iwan Simonis, on the continent 
of Europe and in England, are imitating his celebrated billiard- 
cloth as closely as lies in their power to do, succeeding no bet- 
ter than the majority of imitators — failing at all essential points. 

These productions are imported by dealers in this coun- 
try with intent to deceive buyers ; and they too often suc- 
ceed in imposing upon their patrons, who, paying for the best 
cloth made, learn too late that they have been furnished with 
an inferior article, under the guise of " Best French Cloth," 
"Our Own French Importation," etc. - 



24 A COMPLETE HAND-BOOK OF 

To meet the demand for something less costly than his ex« 
tra superfine cloth, but still a satisfactory article, Iwan Simonis 
manufactures a No. 2, No. 3, and No. 4 cloth, the No. 2 of 
which will compare favorably with the best production of any 
other maker, and lacks only that degree of exquisite finish 
which distinguishes the extra superfine or No. 1 cloth. The 
No. 3 and 4 lacks this finish, and, in a slight degree only, 
the weight of the other two cloths, but are superior to any 
other fabric of that kind offered at the same price. 

In order to protect himself and patrons against renewed 
future attempts by would-be rivals, whose productions have 
heretofore been too successfully palmed upon confiding pur- 
chasers by unconscionable dealers, Iwan Simonis has recently 
adopted a device which he hopes will prove a safeguard in the 
future against the substitution of all fraudulent wares as his 
own ; and this device will explain. 

On the reverse side of the cloth, immediately contiguous to 
the selvedge on either side, the name of Iwan Simonis, togeth- 
er with the figure designating the quality of the cloth, will 
appear in every alternate section of two feet, the correspond- 
ing section at the opposite selvedge showing a blank, as shown 
in the following diagram : 



Selvedge. 



Iwan Simonis No. 3. 



Iwavi Simonis No. 2. 



Selvedge. 



Iwan Simonio 



It will thus be seen that every two feet of the fabric — no 
less is ever cut — will carry the imprint of the manufacturer ; 
rendering farther deception dangerous, as manufacturers and 
dealers will hardly venture upon stamping their goods with 
the name of Iwan Simonis ! 

The Brunswick-Balke-Gollender Co. deal solely and exclu- 



BILLIARDS AND POOL. 25 

sively in Iwan Simonis' billiard cloths, handling no other ; 
and offer it to their patrons, knowing that it is incomparable 
in every particular. 

With facilities for the production of goods in their line far 
surpassing those of any other house, combined with an expe- 
rience of over thirty-five 3'ears in the business, they feel con- 
fident that they can offer the most reliable goods afforded in 
this or any other market. 

In ordering cloth send exact measurement of the table from 
where the cloth joins the wood on top of the cushions. This 
is essential, as there are many different sizes, and the size of 
the bed of a table does not correspond with its nominal meas 
ure in en t. 

State whether you want the cloth for bed or for cushions oi 
table, or both. 

Never permit the use of a cue with the point splintered so 
as to cause the wood to project beyond the leather. Cues im- 
perfectly tipped or split at the end are apt to cut very small 
pieces of the nap out of the cloth, making it appear as if cut 
with a knife-point or, as some charge, the cloth is full of 
moth-eaten holes, when, as a matter of fact, moths never eat 
green billiard-cloth. Many room-keepers complain to us con- 
cerning the cloth furnished them, believing that the cloth 
was defective when put on the table, whereas the defect is ii - 
variably due to the improper condition of the cues, to pre- 
vent which these suggestions are offered. 

NEEDLES. 

Even with the very best of care, cloth will frequently be- 
come torn or small cuts made in it. To meet such contin- 
gencies we carry in stock bent needles which with the green 
sewing silk which we also carry in stock, enables anyone to 
easily repair the cloth without removing it frork the table. 



26 A COMPLETE HAND-BOOK OF 



BALLS. 

Owing to the exti'eme sensitiveness of ivory balls to atmos- 
pheric influences, they should never be purchased during 
the fall or winter seasons, if it can be avoided. If purchased, 
however, extreme care should be used in putting the balls in 
use. They should not be used immediately upon receipt. Dur- 
ing the fall and winter seasons, and particularly in extremely 
cold weather, the balls should be kept in the room in which 
they are to be used for at least one week, in order that they 
may become adapted to the temperature of the room. If at 
once put in use they will almost invariably crack or split. 
It must, however, be distinctly borne in mind, that although 
keeping the balls in the room for at least one week before 
using will greatly lessen the risk attending their use, it will 
by no means insure them against cracking and breaking. We 
import only the finest, soft, Zanzibar elephant tusk ivory, 
whicn is thoroughly seasoned in our shops before being sent 
out, but in cold weather ivory will split and break if used 
immediately after being received, no matter how thoroughly 
seasoned it may be. We study the interests of our customers, 
when we advise them to purchase their stock of ivory balls 
during the summer season, as the risk attending their ship- 
ment and subsequent use is then greatly lessened. In easea 
where our customers insist upon the shipment of balls in the 
dead of winter, they must assume all the responsibility and 
risk of damage incident to shipment and the subsequent use ot 
the balls. Every set of balls is turned from the very best mate- 
rial and leaves our hands in perfect condition, but on account 
of the peculiar sensitiveness of ivory, as above described, we 
cannot under any circumstances guarantee the balls against 
breaking or splitting at any season op the year. From the fore- 
going it will be perceived that the Greatest care must be ex* 



BILLIARDS AXD POOL. 2? 

ercised, particularly in cold weather, when no draughts of cold 
air should be permitted to come in contact with the balls. 
Removal of ivory balls from one room to another of a different 
temperature should be carefully avoided ; also sudden change 
of temperature, whether from warm to cold, or vice versa, as 
they will invariably injure, and frequently crack the balls. 

Many people imagine that the use of oil on balls is a 
practice to be cultivated, but the contrary is probably true, 
for, although it may not be possible to prove that the use of 
oil injures the balls, it is an absolute fact that, except in few 
instances, it in no wise benefits them. All that the balls re- 
quire is to be wiped off with a damp cloth after each game, and 
subsequently polished with a piece of soft woollen cloth or 
fine chamois skin. 

KEEP THE CUSHION- BOLTS TIGHT. 

We frequently hear complaints about cushions being " dead," 
and not as good as they were, etc. Upon examination we find 
that the cushions are quite as active as when first used, the fault 
being with the party in charge of the table. Neglecting to 
keep the cushion-bolts screwed up tight, and allowing both 
bed and cushion cloth to become foul with dirt and dust, tends 
to kill the action and elasticity of the cushions. The cush- 
ion-screws should be tightened up at least once a month. The 
greatest care should be taken to keep the billiard-cloth cov- 
ered and brushed as often as possible. Then, again, when 
the balls are not true they will not run as smoothly as an 
accurately turned ball. Balls should never be used after 
they become untrue or out of round, but should be prompt- 
ly sent to the factory for re-turning and re-coloring. After 
being turned several times billiard-balls become too small 
for the height of the cushions, and should be replaced by 
new ones of standard size (2f inches). The edge of the 



2S 



A COMPLETE HAND-BOOK OF 



rubber cushions should always come in contact with the balls 
just above their centre; if it vary from this the proper angle 
in playing billiards will of course be altered and the balls will 
consequently not rebound from the cushions correctly. 



STOCK LIST. 



Altering Carrom to Pool Tables. 

Automatic Time Stamps. 

Balk Line Markers. 

Ball Racks. 

Baskets. 

Billiard Balls, Composition. 

Billiard Balls, Ivory. 

Billiard Ball Boxes. 

Billiard Chalk. 

Billiard Cues. 

Billiard Cushion. * 

Billiard Markers. 

Billiard Lamps. 

Billiard Marker Sundries. 

Billiard Table Cloth. 

Billiard Room Chairs. 

Bolts for Cushion Rails. 

Bolts for Billiard Tables. 

Bridge Hooks. 

Bridges. 

Brushes. 

Carpet Mats. 

Carrom Plugs. 

Cement for Tipping Cues. 

.Chairs. 

Chalk. 

Chalk Cups. 

Chalk Holders. 

Chamois Skins. 

Checks. 

Cloths. 

Coloring Billiard and Pool Bails. 

Coloring and Turning Balls. 

Composition Billiard and Pool 

Balls. 
Convertible Cushion Rails. 
Court Plaster. 
Covering Pocket Irons. 
Covers for Tables. 



Cues. 

Cue Attachment. 

Cue Bags. 

Cue Cases. 

Cue Clamps. 

Cue Cutters. 

Cue Joints. 

Cue Points. 

Cue Racks. 

Cue Repair Work. 

Cue Shafts. 

Cue Tips. 

Cushions. 

Cushion Bolt Caps. 

Cushion Rails. 

Cushion Rail Bolts. 

Cutting Down Tables. 

Fancy Cues. 

Files. 

Flat Irons. 

Frame Bolts. 

Fringe for Pockets. 

Ivory Billiard Balls. 

Ivory Cue Joints. 

•Ivory Cue Points. 

Ivory Pool Balls. 

Ivory Sights. 

Lamps. 

Lamp Bowls. 

Leather Pocket Nets. 

Leather Pocket Nets. 

Legs for Tables. 

Leg Bolts. 

Maces. 

Markers. 

Marker Stands. 

Modern Billiards, a Guide to 

Billiards. 
Monarch Cushions. 



BILLIARDS AND POOL. 



29 



Name Plates for Cues. 
Needles. 
Noise Subduers. 
Oil Cloth Mats. 

Patent Tool Trough Attach- 
ment. 
Pin Pool Sets. 
Pocket Irons. 
Pocket Nettings. 
Pocket Slops. 
Polishing Oil. 
Pool Balls, Composition. 
Pool Balls, Ivory. 
Pool Baskets. 
Pool Boards'. 
Pool Bottles. 
Pool Checks. 
Pool Pins. 
Private Backs. 
Rail Markers. 
Re-Covering Cushions. 
Reducing Tables. 



Red Leathers. 

Re- Varnishing Tables. 

Rubber Covers. 

Sand Paper. 

Saw Stretchers. 

Shake Bottles. 

Shake Balls. 

Splicing Cues. 

Spot Wafers. 

Table Alterations. 

Table Fittings. 

Tacks. 

Thread for Repairing Cloth. 

Time and Price Register. 

Tip Files. 

Tip Trimmers. 

Triangles. 

Turning and Coloring Balls. 

Whisk Brooms. 

Wrapped Cue Butts. 

Wrenches. 



We will at all times cheerfully furnish, on application to any 
of our offices by mail or otherwise, full information regarding 
our stock list, etc., and we will mail or send our catalogue 
and price list, or anything else which may be desired by 
customers for their information. 

The Brunswick-Balke-Collender Co. 



REVISED BOOK OF RULES, 



FOUL STEOKES DEFINED. 

Certain general rules defining foul strokes govern all games 
of billiards. It is a foul, and no count can be made : 

1. If a stroke is made except with the point of the cue. 

2. If the cue is not withdrawn from the cue ball before the 
latter comes in contact with an object ball. (This relates to 
what is known as the "push shot.") 

Playing from Inside the String. 

3. If, when in hand, the striker plays at a ball that is inside 
or on the string line; or if, when in hand, he plays from any 
position not within the six inch radius. No claim of foul, in 
either of these cases, can be made after the stroke. If the 
non-striker fails to warn the striker beforehand, the referee 
shall assume that the stroke was fair; and if the striker, 
having been warned, refuses to alter his play, unless he has 
meanwhile obtained from the referee a decision as to whether 
the ball was in or out, the referee shall assume that a foul was 
contemplated and perpetrated. A ball is outside the string 
when the point of contact with the table is outside the string 
line. 

One Foot on the Floor. 

4. If, in the act of striking, the striker has not at least one 
foot touching the floor. 

5. If the striker touches a ball while in motion ; except in 
case of a ball which has come to a rest but which, without the 
fault of the striker, moves before he can check his stroke. In 
this case, the ball so moving, and all other balls affected by 
the stroke, shall be replaced, and the player shall repeat his 
shot. 

Playing with the Wrong Ball. 

6. If the striker plays with the wrong ball; except that 
should the foul be not claimed until he has made a second 
stroke, both strokes are valid, and he may continue with the 
wrong ball, or have the positions of the two whites reversed^ 



HAND-BOOK OF BILLIARDS AND POOL. 31 

as he may choose. The incoming striker in case the balls 
have not been reversed, shall have the same option, but until 
the balls are changed he must play with his opponent's ball ; 
should he play with his own ball, without changing its po- 
sition, it is. foul. A player who has just used the wrong ball 
without detection is debarred from claiming foul if his oppo 
nent should in his turn play with the other white ball. Should 
both white balls be forced off the table, and the wrong ball is 
used in the next stroke, it is fair. A clean miss while using 
the wrong ball involves the same penalty as when the rght 
ball is used. 

Touching Either a Cue Ball or an Object Ball. 

7. If the player touch the cue ball more than once, or hinder 
or accelerate it in any other way than by a legitimate stroke 
of the cue; if he touch, hinder or accelerate an object ball 
except by the one stroke of the cue ball to which he is entitled. 
Incase of a counting stroke, the foul, as above described, 
nullifies the count; and the incoming striker has the option to 
play on the balls as he finds them, or to have them replaced 
in position by the referee. The cue ball touched before all the 
balls are at rest, after a carrom, nullifies that stroke ; touched 
prematurely, or except with the point of the cue, after all the 
balls are at rest, affects the next stroke, and no count can be 
made. 

Playing for Safety Debarred. 

8. Touching any ball in any way is a stroke, and a second 
touch is foul. In such case there shall be no playing for safety. 
Should a player touch a ball before he is ready to strike, and 
afterward touch his own or any other ball, his opponent has 
the option of playing on the balls as he finds them, or of 
having them replaced. 

Balls Illegally Disturbed. 

9. If any ball be disturbed, hastened or hindered by anyone 
but himself or his representative, whether the balls are at rest 
while he js aiming or striking, in motion after he has struck, 
or at rest alter he has struck, and pending his agaia taking 



32 A COMPLETE HAND-BOOK OP 

aim, the striker shall have the option to play on the balls as 
he finds them, or to have them replaced. Should the disturbed 
ball be one on which he would seemingly have effected a count 
but for the interference, he shall have the option of repeating 
the stroke on balls replaced, or of being credited withacarrom 
and allowed to play either as he finds the balls or in the 
position they would have occupied, according to the judgment 
of the referee, had they not been disturbed. 

As to "Frozen" Balls. 

10. It is foul if the striker plays directly upon any ball with 
which his own is in fixed contact. In case of such contact the 
striker shall have the option of playing directly upon the ball 
with which his own is not in contact ; or he may, by a masse 
stroke, play away from the balls, and on the return of the cue 
ball effect a valid count, provided that in so doing the cue ball 
first hits the ball with which it was not previously in contact ; 
or he may play to a cushion, and on the return of the cue ball 
may first hit either of the object balls ; or he may have the 
balls spotted and play from the string, as in the opening stroke 
of the game. 

In the various cushion carrom games the option is to play to 
a cushion or spot the balls. 

Things Forbidden. 

11. It is foul to place marks of any kind upon cloth or 
cushions as a guide to play ; to practice the string shot for lead, 
as the balls, up to the moment of banking, shall not be hit by 
either player, and after banking shall not again be hit until 
the opening stroke is made. It is foul if the striker, in making 
a shot, is assisted in any way by any other person, except that 
the marker or referee may, at his request, hand him the bridge 
or the long cue, or move or hold aside the gas fixture. 

12. It is a foul, and the striker cannot count on the ensuing 
shot, if a ball in play is lifted from the table, except in those 
cases in which it is provided that, because of foul or irregular 
strokes, the balls shall be transposed or replaced. In case a 
fly, or bit of chalk, or any other substance is attached to a ball, 



BILLIARDS AND POOL. 33 

It may be removed, on request, by the referee or marker; but 
if it is at the base of the ball, or ou the cloth where it cannot 
be seen, the referee must assume that it is not there, and the 
striker must play on and uncover the obstruction so that it 
may be gotten at without lifting the ball. 

Limit to Deliberate Safety Play. 

13. T arsistent playing for safety is not permitted. It is 
optional with the non-striker, should his opponent make a 
miss in each one of three successive innings, to accept the 
third miss, or to reject it and require his opponent to hit at 
least one object ball ; and for this purpose the cue ball shall 
be replaced by the referee. Should two balls be hit by this 
stroke there shall be no count. 

14. Should a foul not be claimed until after the striker has 
made a second stroke, both strokes are valid ; neither can a 
claim of "no count" be enforced after a second stroke has 
been made. 



THREE-BALL CARROM GAME. 

Rule 1. The Three-Ball Carrom Game is played with two 
white balls and one red ball. 

Stringing for Lead. 

2. The lead and choice of balls are determined by stringing 
or banking; and the player whose ball stops nearest the 
cushion at the head of the table has the choice of the two 
white balls, and has ihe option of leading or requiring his 
opponent to lead. 

Should tne two white balls come in contact when stringing 
for lead, the player whose ball is clearly out of its true course, 
or whose ball strikes the red ball when on its proper spot, 
forfeits the lead. When the contact of the balls is equally the 
fault of both players, or when the balls come to rest at an 
equal distance from the head cushion, the players shali 
string again. 



34. A COMPLETE HAND-BOOK OF 

In the opening shot, or whenever the balls are spotted after 
a "freeze,'' the striker is in hand. 

The Opening Shot. 

3. The red ball is placed on the spot at the foot of the table, 
and the white ball of the player not in hand, as already de- 
termined by the bank, is placed on the spot at the head of 
the table. 

The player leading must place his ball inside the string and 
within six inches to the right or left of the other white ball ; 
and must strike the red ball first in order to effect a count. 
On any other than the opening shut, and excepting when the 
balls are for any reason spotted, the striker may play upon 
either ball. 

4. A carrom counts one, and consists in hitting both object 
balls with the cue ball. Failure to hit either of the object 
balls constitutes a miss, and counts one for the opposing 
player. In a "discount" game a point so forfeited shall not 
be deducted from the score of the player giving odds. 

Balls Jumped Off the Table. 

5. When a player's ball jumps from the table after count- 
ing, the stroke counts, the ball is placed on its proper spot, 
and the striker plays from the spot upon either object ball. 
The cue ball, when forced off the table by either a counting, 
or non-counting, stroke, is to be placed on the string spot if 
vacant ; if the string spot is occupied the ball is placed on the 
red spot, and if both the other spots are occupied the ball is 
placed on the centre spot. 

The non-striker's ball, when forced off, belongs on the string 
spot, or, if this is occupied, on the red ball spot, or, if both 
these spots are occupied, on the centre spot. When forced 
off the table, the red ball, if its own spot be occupied, goes 
first to the white spot, or, if that spot be occupied, to. the 
centre spot. » 

Should both white balls be forced off by i non-eountinc* 
stroke, the ball of the incoming striker shall go on the whiv^ 



BILLIARDS AND POOL. 35 

spot, and the other white ball on the red spot, or, if that is 
occupied, on the centre spot; and the incoming striker may 
play upon any ball. In such case, should a player pick up 
and play with the wrong ball, the stroke is valid and he counts 
whatever is made ; but at the conclusion of the run the white 
balls should be reversed in position. 

Strokes on Which No Count Can Be Made. 

6. If in the act of playing the player disturbs any ball other 
than his own, he cannot make a counting stroke, and cannot 
play for safety. Should he disturb a ball after having played 
a counting stroke, the count is void, his hand is out and the 
bail so disturbed is replaced. Should he touch his own ball 
previous to playing it is foul, his opponent scores one as for a 
miss, and the player cannot play for safety. 

7. If the balls are disturbed by any agency other than the 
player himself, they must be replaced and the player allowed 
to proceed. 

8. If, after having touched his ball, the striker commits a 
foul by giving a second touch, the balls remain where they stop, 
or are replaced in their previous positions as nearly as possi- 
ble, at the option of his opponent. 

9. When the cue ball is in contact with another ("frozen" is 
the common term) the player may exercise either of the 
options specified in rule 10, Foul Strokes Defined. 

10. When the cue ball is very near another, the player shall 
warn his opponent that they do not touch, and give him time 
to satisfy himself on that point. 

The "Crotch" Barred. 

11. The object balls shall be considered crotched whenever 
the centres of both lie within a ±% inch square at either corner 
of the table, and when so crotched, but three counts are 
allowed unless one or both object balls be forced out of the 
crotch. In case of failure the player's hand is out and his 
opponent plays with the balls as he finds them. 



36 A COMPLETE HAND-BOOK OF 

Duties of the Eeferee. 

12. The referee has no voice except when appealed to by 
the players, who are the only persons authorized to appeal 
to him. 

13. It is the duty of the referee to see that the points made 
by each contestant are properly scored. In order that this duty 
may be performed play must be suspended until points due 
have been marked up. 

14. It is essential that the referee be at all times in a posi- 
tion to see and decide all disputed points, and for this purpose 
he should be close to the balls when every shot is played. 



FOUKTEEN-INCH BALK-LINE GAME. 

The balk lines are drawn, on a 5x10 table, from each of the 
first diamond sights on the end and side rails to the corres- 
ponding diamond sight on the opposite end or side rail. In 
the following diagram, the bed of the table shows .the balk- 
lines drawn at 14 inches from the cushions. In the 18-inch 
balk-line game the lines are drawn 18 inches from the 
cushions. 




In other respects the table is the same as that used in the 
three-ball game, with spots at either end for the red and white 
balls, and a centre spot for use when the other spots ar- 



BTLLTARDS AND POOL. .S'J 

occupied. The eight spaces defined by lines at the sides and 
ends of the table are the balk spaces. The large central space 
is not a balk, and there is no restriction as to the number of 
carroms that may be made therein. 

In general, the rules of the Three Ball Carrom game govern 
the Fourteen inch Balk-line game. The special rules govern- 
ing the latter are as follows : 

Special Balk-Line Boxes. 

1. The object balls are in balk whenever both have stopped 
within any one of the balk spaces. In such case the marker 
shall call "in," and when one or both object balls shall be 
driven out of a balk space, the marker shall call "out." 

2. A ball on the line is a ball in balk. A ball is on the line 
only when its centre or point of contact with the table touches 
this line. 

3. When two object balls are on the same line, the striker 
shall have the option to determine in which balk they are to 
be called, and must then govern his play accordingly. 

Playing In and Out of Balk. 

4. But two shots are allowed when two object balls are 
within the same balk space ; and unless on the second shot at 
least one of the object balls is driven out of balk, this shot is 
void, the player's hand is out, and the incoming striker plays! 
upon the balls as he finds them. If, on the second shot, the 
ball driven out returns to the same balk space, the rule applies 
as though it were in balk for the first time, and the player 
may continue in this way, sending a ball out and back, with- 
out further restriction under this rule. 

Option as to "Frozen" balls. 

5. When the cue ball is in contact with an object ball 
I "frozen") the striker may exercise either of the options spec- 
ified in rule 10, Foul Strokes Defined. 



38 A COMPLETE HAND-BOOK OP 

Bylls "In Anchor." 
6. The object balls shall be considered as "In anchor ' 
when the centres of both balls lie within a space S}4 inches in 
width and 7 in. in length, defined on one side by the cushion 
and on the other three sides by lines marked with chalk, and 
of which space the balk line, wherever it intersects a cushion, 
shall be the centre from left to right. When the balls are so 
"anchored" the striker may have two consecutive shots, but 
should he fail, on the second shot, co force one or more of the 
object balls outside the "anchor" space, the second shot is 
void, and the incoming striker plays on the balls as he finds 
them. A ball driven out of and returning inside an "anchor'' 
space is considered the same as "in" for the first time. 



WOELD'S CHAMPIONSHIP EMBLEM OF THE 18-INCH 
BALK-LINE GAME OF BILLIABDS. 



One Shot Allowed in Balk ok at the Anchor. 



Bules Governing Contests. 

1. Contests for the Emblem shall, in addition to the Em- 
blem, involve a money stake amounting to $500 a side. This 
amount is necessary in order that the holder of the Emblem 
may not be challenged by unskillful players, whose only ob- 
ject in challenging would be to gain notoriety. 

2. The sum of $250 must accompany all challenges to give 
them validity. 

3. The holder of the Emblem must cover his challenger's 
money within ten days after being notified that he has been 
challenged. Failure to do so, without sufficient cause there- 
for, will entitle the challenger to the Emblem and money. 
The holder of the Emblem shall not, however, be required to 
cover the money of more than one challenger at a time. 

4. "When $250 have been put up on each side, the $500 as 
well as the Emblem becomes subject to forfeiture. The re- 



RILLIARDS AND POOL. 39 

maining $250 must be put up at least ten days prior to tin' 
date of contest, and after such final deposit the match shall 
be "play or pay," i.e., death alone relieving the players from 
their contract. 

5 The holder of the Emblem may be required to play at 
the expiration of sixty days from the time of being challeng- 
ed, but not before. Should either party refuse to play within 
the specified time, he shall forfeit his claim to Emblem and 
stakes. Should both parties conspire to defeat this or any 
other rule relative to the Balk-line Emblem, the match shall 
be declared off, and the stake money returned. The Emblem 
will revert to the original donor. 

6. To define the above rule a challenge issued while a 
match for the emblem is pending, and being next in order, 
shall go into effect on the next day after that match has been 
disposed of, either through play or forfeiture. A challenge 
issued while there is no match pending shall take effect on 
the day of its date, provided it is not in any way subiect to 
the rule next below. 

7. The challenge of a player who has been defeated while 
contending for the Emblem shall not go into effect until 
fifteen days after the contest in which he was defeated. 

8. There shall be no umpires and no one will be allowed on 
the platform after the game is called, except the contending 
players, the referee and the marker. Should there be no 
platform erected in the hall to set the billiard table on, and 
for the players to walk on, then no person except the above 
mentioned shall be allowed within ten feet of the table. 

9. The referee and marker to be mutually agreed upon by 
the players. In case of failure on their part to agree before 
half past seven o'clock of the evening of the match, then the 
donor of the Emblem shall name the referee and marker. 

10. All games to be 500 points up. 

11. The holder of the Emblem will be required to defend 
it for two years against all comers. During this probation he 
must deposit with its doners, The Brunswick-Balke-Collender 
Co., the sum of five hundred dollars ($500) to insure its preser- 
vation in good order, and its delivery to the doners before 12 



40 A COMPLETE HAND-BOOK OF 

o'clock, noon, of the elate named for any contest in which it 
may devolve upon him to defend it. Failure to do so (without 
good and sufficient cause) will entitle the challenger, to the 
Emblem and the stake money, and the donor of the Emblem 
to the amount deposited as a guarantee for its safe-keeping 
and delivery, as hereinbefore provided for. 
. 12. The Emblem becomes the property of any player who 
wins it from the champion and successfully defends it against 
all contestants for a period of two years. 

13. In all matches for the Emblem, the stakeholders shall 
be the donors of the Emblem, The Brunswiek-Balke-Collen- 
der Co., and all challenges to the Champion must be addressed 
through them, in order that each challenge may be officially 
recorded, and the champion officially notified. 

14. All matches for the Emblem shall be played with 2% 
inch balls, upon a 5x10 table, manufactured by The Brunswick - 
Balke-Collender Co., and furnished with their "Monarch" 
cushions. 

15. The city in which contests shall take place must be lo- 
cated in the country of which either party is a resident. In 
case of a disagreement between the parties as to the selection 
of a hall or room in which the contest shall take place the 
donor of the Emblem shall have the final decision. 



PLAYING BULES. 

The playing rules of the Fourteen-inch Balk-Line game 
govern the Eighteen-inch Balk-Line game with the following 
exceptions : 
\ 1. The lines are placed 18 inches from the cushions. 

2. But one shot is allowed in balk and one shot in "anchor." 
Failure to drive at least one of the object balls out of balk or 
"anchor" invalidates the stroke, no count can be scored, the 
striker's hand is out, and the incoming striker plays on the 
balls as he finds them. 



BILLIARDS AND POOL. 



41 




Id INCH BALK LINE 




P*^S?Wpapif#^ 



WORLD'S CHAMPIONSHIP EMBLEM OF THE 
18-INCH BALK-LINE GAME OF BILLIARDS. 



Two Shots in. 



Rules Governing Contests. 

1. Contests for the Emblem shall, in addition to the Em- 
blem, involve a money stake amounting to $500 a side. This 
amount is necessary in order that the holder of the Emblem 
may not be challenged by unskillful players, whose only ob- 
ject in challenging would be to gain notoriety. 

2. The sum of $250 must accompany all challenges to give 
them validity. 

3. The holder of the Emblem must cover his challenger's 
money within ten days after being notified that he has been 
challenged. Failure to do so, without sufficient cause there- 
for, will entitle the challenger to the Emblem and money. 
The holder of the Emblem shall not, however, be required to 
cover the money of more than one challenger at a time. 

4. When $250 have been put up on each side, the $500 as 
well as the Emblem becomes subject to forfeiture. The re- 
maining $250 must be put up at least ten days prior to the 
date of contest? and after such final deposit the match shall 



42 A COMPLETE HAND-BOOK OF 

be "play or pay," i.e., death alone relieving the players from 
their contract. 

5 The holder of the Emblem may be required to play at 
the expiration of sixty days from the time of being challeng- 
ed, but not before. Should either party refuse to play within 
the specified time, he shall forfeit his claim to Emblem and 
stakes. Should both parties conspire to defeat this or any 
other rule relative to the Balk-line Emblem, the match shall 
be declared off, and the stake money returned. The Emblem 
will revert to the original donor. 

6. To define the above rule 5, a challenge issued while a 
match for the emblem is pending, and being next in order, 
shall go into effect on the next day after that match has been 
disposed of, either through play or forfeiture! A challenge 
issued while there is no match pending shall take effect on 
the day of its date, provided it is not in any way subject to 
the rule next below. 

7. The challenge of a player who has been defeated while 
contending for the Emblem shall not go into effect until 
fifteen days after the contest in which he was defeated. 

8. There shall be no umpires and no one will be allowed on 
the platform after the game is called, except the contending 
players, the referee and the marker. Should there be no 
platform erected in the hall to set the billiard table on, and 
for the players to walk on, then no person except the above 
mentioned shall be allowed within ten feet of the table. 

9. The referee and marker to be mutually agreed upon by 
the players. In case of failure on their part to agree before 
half past seven o'clock of the evening of the match, then the 
donor of the Emblem shall name the referee and marker. 

10. All games to be 500 points up. 

11. The holder of the Emblem will be required to defend 
it for two years against all comers. During this probation he 
must deposit with its doners, The Brunswick-Balke-Collender 
Co., the sum of five hundred dollars ($500) to insure.its preser- 
vation in good order, and its delivery to the doners before 12 
o'clock, noon, of the date named for any contest in which it 
may devolve upon him to defend it. Failure to do so (without 



' 



_^_^^^^H 



BILLIARDS AND POOL. 43 

good and sufficient cause) will entitle the challenger to the 
Emblem and the stake money, and the donor of the Emblem 
t<> the amount deposited as a guarantee for its safe-keeping 
and delivery, as hereinbefore provided for. 

12. The Emblem becomes the property of any player who 
wins it from the champion and successfully defends it against 
all contestants for a period of two years. 

13. In all matches for the Emblem, the stakeholders shall 
be the donors of the Emblem, The Brunswiek-Balke-Collen- 
der Co., and all challenges to the Champion must be addressed 
through them, in order that each challenge may be officially 
recorded, and the champion officially notified. 

1-4. All matches for the Emblem shall be played with 2% 
inch balls, upon a 5x10 table, manufactured by The Brunswick- 
Balke-Collender Co., and furnished with their "Monarch" 
cushions. 

15. The holder of the Emblem has the right to choose the 
city wherein the contest shall take place. However, he is 
bound to select a city located in the country of which he 
or his opponent has his legal residence. In case of a disa- 
greement between the parties as to the selection of a hall or 
room in which the contest shall take place, the donor of the 
emblem shall have the final decision. 

16. All litigious points that might be raised by either of 
the competitors in connection with the challenge herein men- 
tioned, either before, or during, or after the contest for the 
World's Championship Emblem of the 18-inch balk-line (2 
shots in) game of billiards, shall be settled, without appeal, 
by the donor of the said Emblem, and the competitors shall 
have to sign a copy of the present rules, acceptingTheBruns- 
wick-Balke-Collender Co. as supreme referee in all difficulties 
that may arise between them on account of the contest. 

The following amendments and additions were adopted by the 
undersigned players finally on April 4, 1906: 

Sec. 4 is made partially inoperative as to a challenge issued at 
any time within sixty days of the expiration of the two year^' 
term. The champion rr.st cover the forfeit, and hitnse*lf eitlu r 
play or forfeit, even if challenged as late as the day before Ids 
term would otherwise expire. 



43a A COMPLETE HAND-BOOK OF 

Sec. 8 is amended so as to require a railing around the table, 
and "not less than seven feet from the outer edge of the table." 

Sees. 8 and 9 together are modified thus : "There shall be no 
marker." 

The championship term in Sec. 12 is contingently prolonged as 
provided in Sec. 4 above. 

15. The holder of the Emblem has the right to choose the city 
wherein the contest shall take place. However, he is bound to 
select a city located in the country in which he or his opponent 
has his legal residence. In case of a disagreement between the 
parties as to the selection of a hall or room in which the contest 
shall take place, the donors of the Emblem shall have the final 
decision. 

16. All litigious points that might be raised by either of the 
competitors in connection with the challenge herein mentioned, 
either before, or during, or after the contest for the World's 
Championship Emblem of the 18-inch balkline (2 shots in) game 
of billiards, shall be settled, without appeal, by the donors of the 
said Emblem, and the competitors shall have to sign a copy of 
the present rules, accepting The Brunswick-Balke-Collender Co. 
as supreme referee in all difficulties that may arise between them 
on account of the contest. 

THE ADDITIONS ARE : 

1. There shall be no intermission, neither shall it b*. allowable 
to brush the table or wipe the balls during the progress of the game. 

2. Winner shall take all receipts and pay all expenses. 

3. The balls shall have a medium-polish finish — that is, between 
a dead finish and a high polish. 

4. There shall not be any string of markers over the table. 

GEO. F. SLOSSON, LOUIS CURE, 

JACOB SCHAEFER, WM. F. HOPPE, 

ORA C. MORNINGSTAR, ALBERT G. CUTLER. 
GEO. SUTTON, 



BILLIARDS AND POOL. 



43b 



PLAYING RULES. 

The playing rules of the Fourteen-ineh Balk-Line game 
govern the Eighteen-inch Balk-Line game with the following 
exception : 

1. The lines are placed 18 inches from the cushions. 



Jfm Jfa Jy. 




K&» «A» *f^ 



44 



A COMPLETE HAND-BOOK OF 



THE SPACE GAME. 




This game was introduced through a tournament played in 
Hartford, Conn., Jan. 29 to Feb. 15, 1884. The special 
feature of this game consists in the introduction of right 
parallel, and oblique lines, forming spaces upon the table bed, 
which moderates rail nursing, destroys the nursing of balls in 
the corners and at one end of the table, and calls for a series 
of strokes that display all the great beauty of the game of 
billiards, and which bring the game fairly between the 
cushion-carroms and unlimited nurse play. The above dia- 
gram is that of the bed-surface of a billiard table, ruled or 



' — — — 



BILLIARDS AND POOL. 45 

lined off in spaces. In laying out the table for the playing of 
the new game, dr« .v upon t ho cloth four right lines, eleven 
inches directly out on the table bed, from the top frontsurface 
of the side cushion, and from a point on the cushion twenty- 
one inches from the corners of a 5x10 table, or a distance from 
the corners that is half way between the first and second 
sights ; this last method of measuring will more easily 
permit the laying out of the game upon tables of all 
sizes. Then draw two other right lines from the face of the 
cushion at the centre diamond sights, on the end rails, eleven 
inches directly out on the bed, and in a line with the spots. 
From and to the points of the right lines, at the side cushion, 
draw a straight line, parallel to the cushion, which line will 
run eleven inches from and along the surface of the side 
cushion. Then from the point where these lines intersect 
draw an oblique line to the point of the right lines projecting 
from the centre of the end cushion. Thus we have four re- 
stricted spaces in the corners, within any one of which but 
three counting strokes can be made without, at least, sending 
one of the object-balls out of the space. To modify rail play 
along the near surface of the side cushion is the purpose of 
the parallel line, within which line but two counting strokes 
can be made. In the large centre space of the table carroms 
may be made ad libitum. 

The rules of the Balk-Line Game govern the New Space 
Game, except where they conflict with those rules which 
govern the corner spaces. 



THE PROGRESSIVE CARROM GAME. 

The Progressive Game of Billiards differs only from the 
ordinary Three-ball Carrom Game in the manner in which the 
game is scored. The striker scores one for each cushion he 
causes the cue-ball to hit in effecting a valid carrom; thus one 
cushion hit by the cue-ball, should the striker mak^ a carrom, 



46 A COMPLETE HAND-BOOK OP 

would count but one ; two cushions hit by the cue-ball counts 
two ; five cushions hit counts five, etc. Ordinary carroms 
from ball to ball count one. The rules of the regular Three- 
ball Game of Billiards govern this game also, except when 
they conflict with the foregoing rules. 



FOUR BALL CARROM GAME. 

The Four-ball Carrom Game is played upon a carrom table 
with two red and two white balls. A carrom counts 1, whether 
effected upon a red and white ball or upon two red balls. 

The deep-red ball is spotted on the red ball spot at the foot 
of the table ; the light red ball is spotted on the white ball or 
string spot ; and the two white balls are in hand. 

The player winning the opening bank may either lead or 
require his opponent to do so. The player leading plays his 
cue ball beyond the deep red to any point at the foot of the 
table ; and the next player on his opening stroke, playing from 
any point within the string, must first strike the white ball in 
order to effect a carrom, but on any other stroke, except when 
the cue ball is in hand, may play on either ball first. 

Should he, on the leading stroke, fail to hit the white ball 
first, or fail to hit it at all, his opponent counts one point. 

A stroke made while a red ball is off the table, provided 
its spot is unoccupied, is foul. 

A touch of a cue ball is a shot. If, while the balls are at rest, 
a player touches or disturbs any ball on the table, it is foul. 

If, when the player's ball is in hand, he does not cause it to 
pass outside the string before touching any of the object balls 
or cushion, the stroke is foul, and his opponent may choose 
whether he will play with the balls as they are, have them 
replaced in their original positions, or cause the stroke to be 
played over. 

In all other particulars the Four-ball Carrom Game is 
governed by the rules of the Three-ball Carrom Game. 

Playing directly at a ball that is considered in the "string," 
is not foul, provided the cue-ball pass wholly beyond the 
"string" line before coming in contact. 



BILLIARDS AND POOL. 47 

Giving a miss inside the "string," when the player is in hand, 
is foul ; but he may, for safety, cause his ball to go out of 
the "string," and return. 



AMERICAN FOUR-BALL POCKET GAME. 

In the advance and development of billiards during the pa^fc 
thirty years, the Original American Four-ball Game has 
fallen into almost total disuse. It is so seldom played that a 
brief mention of the points wherein it differs from the games 
of the present day will meet all requirements. It was played 
on a six-pocket table, and later on a four-pocket table. The 
counts were as follows : 

Pocketing a red ball, 3 ; Carroming on the red balls, 3; 
pocketing an opponent's ball, 2 ; carroming on red and 
white balls, 2. 

Subsequently all carroms were of equal value and counted 
1 each. 

The penalties and forfeitures were as follows : 

A miss, 1 ; pocketing the cue ball after contact with a red 
ball, 3 ; pocketing the cue ball after contact with a white ball, 
2; pocketing the cue ball without hitting any object ball, 3; 
jumping the cue ball off the table after contact with a red 
ball, 3 ; jumping the cue ball off the table after contact with 
a white ball, 2. 

The "push" shot was for several years permitted, but was 
ruled out in 1867 ; up to that time the us"* of the mace was 
also allowed. 



CUSHION CARROM GAME. 

In the Cushion Carrom Game the general rules of the Three- 
ball game apply as to balls, spots, stringing for lead, playing 
from radius, ball forced off the table, foul strokes, penalty for 
miss, playing for safety, etc. The specific rules governing 
Cushion Carroms are as follows : 



48 A COMPLETE HAND-BOOK OF 

1. A counting stroke is complete when the cue ball has 
touched one or more cushions before effecting a carrom, or 
when the cue ball, after striking one object ball, touches one 
or more cushions before striking the second object ball. 

2. In case of doubt whether the cue ball has touched a 
cushion before striking an object ball, the decision of the 
referee must be against the striker. 

3. Each cushion carrom counts one for the striker. A miss 
of both object balls counts one for the non-striker. 

When Balls Are "Frozen. " 

4. When the cue ball is in contact with ("frozen" to) an 
object ball, the striker may play to a cushion from the ball 
with which the cue ball is not in contact, or he may play 
direct to a cushion ; or he may have the balls spotted as at 
the opening of the game. 

5. When the cue ball rests against a cushion, the striker 
cannot play directly at that cushion, but must touch at 
least one other cushion before completing a valid carrom. 



THREE-CUSHION CARROM GAME. 

The game of Three-cushion Carroms is governed by the gen- 
eral laws of billiards as already set forth, and the only partic- 
ulars in which it differs from the game of Cushion Carroms 
are indicated in the following rules : 

1. In order to constitute a valid carrom, the cue ball must 
first have touched a cushion or cushions at least three distinct 
times before completing a count. 

2. Each carrom counts one, and each miss counts one for 
the non-striker. 



BILLIARDS AND POOL. 49 

3. In the case of "frozen" halls, the option is to play away 
from the balls or to spot them as at the opening of the game. 

4. When the cue ball rests against a cushion, the striker 
cannot play directly at that cushion, but must touch at least 
three other cushions, either before or after contact with an 
object ball, in order to effect a valid three-cushion carrom. 



BANK SHOT GAME. 

xhe rules distinctively pertaining to the Bank Shot Game 
are as follows, play being in other respects governed by the 
Three-ball Carrom rules : 

1. In the lay-off shot, as in every other stroke, the cue ball 
must touch at least one cushion before striking an object ball. 

2. When the cue ball rests against a cushion, the striker 
cannot play directly at that cushion, but must touch at least 
one other cushion before completing a valid carrom. 

3. When the cue ball is "frozen " the striker has no option, 
but must play with the balls as he finds them. 

4. In cases where it is doubtful whether the cue ball touched 
a cushion before coming in contact with an object ball, the 
decision of the referee must be against the striker. 



THE GAME OF BILLIARDS FOR THE ENGLISH 
CHAMPIONSHIP. 

Rules. 

1. The choice of balls and order of play shall, unless mu- 
tually agreed upon by the two players, be determined by 
stringing ; and the striker whose ball stops nearest the lower 
[or bottom] cushion, after being forced from balk up the 
table, may take which ball he likes, and play, or direct his 
opponent to play first, as he may deem expedint. 

'2. The red ball shall, at the opening of every game, be 



50 A COMPLETE HAND-BOOK OP 

placed **i the top [or red] spot, and replaced after being pock- 
eted or forced off the table, or whenever the balls are bro- 
ken. 

3. Whoever breaks the balls, i.e., opens the game, must 
play out of balk, though it is not necessary that he shall strike 
the red ball. 

4. The game shall be adjudged in favor of whoever first 
scores the number of points agreed on, when the marker 
shall call " game ; " or it shall be given against whoever, after 
having once commenced, shall neglect or refuse to continue 
when called upon by his opponent to play. 

[The scores are counted as below : ] 

5. A two stroke is made by pocketing an opponent's ball, 
or by iDocketing the striker's ball off his opponent's, or by 
making a carrom, to effect which the striker must cause his 
ball to strike both the others. 

6. A three stroke is made by pocketing the red ball, or by 
pocketing the striker's ball off the red. 

7. A four stroke may be made by pocketing the white and 
spot-white balls or by making a carrom and pocketing an op- 
ponent's ball, or by making a carrom and pocketing the strik- 
er's ball, the non striker's ball having been first hit. 

8. A five stroke may be made by scoring a carrom and pock- 
eting the red ball, or by a carrom and pocketing the striker's 
ball after having struck the red ball first. 

9. To effect a six stroke the red ball must be struck first, 
and the striker's and the red ball pocketed, or by a carrom off 
an opponent's ball on to the red and pocketing the two white 
balls. 

10. A seven stroke is made by striking an opponent's ball 
first, pocketing it, making a carrom, and pocketing the red 
also, or by making a carrom and pocketing the red and an 
opponent's ball, or by playing at an opponent's ball first and 
pocketing all the balls without making a carrom. 

11. An eight stroke is made by striking the red ball first;, 
pocketing it, making a carrom, and pocketing the striker's ball, 
or by hitting the red first and pocketing all the balls without 
making a carrom. 

12. A nine stroke is made by striking an opponent's ball 
first, making a carrom* and pocketing all the balls. 



BILLIARDS AND POOL. 51 

13. A ten stroke is made by striking the red ball first, mak- 
ing a carrom, and pocketing all the balls. 

14. If the striker scores by his stroke he continues until he 
ceases to make any points, when his opponent follows on. 

15. If when moving the cue backward and forward, and. 
prior to a stroke, it touches and moves the ball, the ball must 
be replaced to the satisfaction of an adversary, otherwise it is 
a foul stroke; but if the player strikes, and grazes any part 
of the ball with any part of the cue, it must be considered a 
stroke, and the opponent follows on. 

16. If a ball rebounds from the table, and is prevented in 
any way, or by any object except the cushion, from falling to 
the ground, or if it lodges on a cushion and remains there, it 
shall be considered off the table, unless it is the red, which 
must be spotted. 

17. A ball on the brink of the pocket need not be "chal- 
lenged"; if it ceases running and reinains stationary, then 
falls in. it must be replaced, and the score thus made does 
nor count. 

18. Any ball or balls behind the balk-line, or resting ex- 
actly upon the line, are not playable if the striker be in hand, 
and he must play out of balk before hitting another ball. 

19. Misses may be given with the point or butt of the cue, 
and shall count one for each against the player; or if the 
player strike his ball with the cue more than once a penalty 
shall be enforced, and the non-striker may oblige him to play 
again, or may call on the marker to place the ball at the point 
it reached or would have reached when struck first. [The 
butt may also be used for playing a ball in hand up the table 
in order to strike a ball in balk.] 

20. Foul strokes do not score to the player, who must al- 
low his opponent to follow on. They are made thus : By 
striking a ball twice with the cue; by touching with the hand, 
ball, or cue an opponent's or the red ball ; by playing with 
the wrong ball; by lifting both feet from the floor when play- 
ing; by playing at the striker's own ball and displacing it ever 
so little (except while taking aim, when it shall be replaced, and 
he shall play again). 

21. The penalty for a foul stroke is losing the lead, and, in 
case of a score, an opponent must have, the red ball spotted. 



52 A COMPLETE HAND-BOOK OF 

and himself break the balls, when the player who made the 
foul must follow suit, both playing from the D. If the foul 
is not claimed the player continues to score, if he can. 

22. After being pocketed or forced off the table the red 
ball must be spotted on the top spot, but if that is occupied 
by another ball the red must be placed on the centre spot be- 
tween the middle pockets. 

23. If in taking aim the player moves his ball and causes it 
to strike another, even without intending to make a stroke, a 
foul stroke may be claimed by an adversary. (See Rule Fif- 
teenth.) 

24. If a player fail to hit another ball, it counts one to his 
opponent ; but if by the same stroke the player's ball is forced 
over the table or into any pocket it counts three to his oppo- 
nent. 

25. Forcing any ball off the table, either before or after 
the score, causes the striker to gain nothing by the stroke. 

26. In the event of either player using his opponent's ball 
and scoring, the red must be spotted and the balls broken 
again by the non-striker; but if no score is made, the next 
player may take his choice of balls and continue to use the 
ball he so chooses to the end of the game. No penalty, how- 
ever, attaches in either case unless the mistake be discovered 
before the next stroke. 

27. No person except an opponent has a right to tell the 
player that he is using the wrong ball, or to inform the non- 
striker that his opponent has used the wrong ball ; and if the 
opponent does not see the striker use the ball, or, seeing him, 
does not claim the penalty, the marker is bound to score any 
points made to the striker. 

28. Should the striker [whose ball is in hand], in playing 
up the table on a ball or balls in balk, either by accident or 
design, strike one of them [with his own ball] without first 
going out of balk, his opponent may have the balls replaced, 
score a miss, and follow on ; or may cause the striker to play- 
again, or may claim a foul, and have the red spotted and the 
balls broken again. 

29. The striker, when in hand, may not play at a cushion 
within the balk (except by going first up the table) so as to 
hit balls that are within or without the line. 



BILLIARDS AND POOL. 53 

30. If in hand, and in the act of playing, the striker shall 
move his ball with insufficient strength to take it out of balk, 
it shall be counted as a miss to the opponent, who, however, 
may oblige him to replace his ball and play again. [Failing 
to play out of balk, the player may be compelled to play his 
stroke over again.] 

31. If in playing a pushing stroke the striker pushes more 
than once it is unfair, and any score he may make does not 
count. His opponent follows by breaking the balls. 

32. If in the act of drawing back his cue the striker knocks 
the ball into a pocket, it counts three to the opponent, and is 
reckoned a stroke. 

33. If a foul stroke be made while giving a miss, the adver- 
sary may enforce the penalty or claim the miss, but he cannot 
do both. 

34. If either player take up a ball, unless by consent, the 
adversary may have it replaced, or may have the balls broken ; 
but if any other person touches or takes up a ball it must be 
replaced by the marker as nearly as possible. 

35. If, after striking, the player or his opponent should by 
any means obstruct or hasten the speed of any ball, it is at 
the opponent or player's option to have them replaced, or to 
break the balls. 

36. No player is allowed to receive, nor any by-stander to 
offer advice on the game ; but should any person be appealed 
to by the marker or either player he has a right to offer an 
opinion ; or if a spectator sees the game wrongly marked he 
may call out, but he must do so prior to another stroke. 

37. The marker shall act as umpire, but any question may 
be referred by either player to the company, the opinion of 
the majority of whom shall be acted upon. 



54 A COMPLETE HAND BOOK OF 



THE SPANISH GAME OF BILLIARDS. 

This game is played in the South, California, and in Mex- 
ico and Cuba, and is played with two white and one red 
ball, and five pins place*d similar to those in Pin Pool. 
The red ball is placed on the red-ball spot, and the 
first player strikes at it from within the balk semicircle. 
The game is scored by winning and losing hazards, carroms, 
and by knocking over the pins. It is usually played thirty 
points up. 

Kules. 

1. The player who knocks down a pin after striking a 
ball gains two points, if he knocks down two pins he gains 
four points, and so on, scoring two points for each pin knocked 
down. If he knock down the middle pin alone he gains five 
points. 

2. The player who pockets the red ball gains three points 
and two for each pin knocked down by the same stroke. 

3. The player who pockets the white ball gains two points 
and two for each pin knocked over with the same stroke. 
Each carrom counts two. 

4. The player who knocks down a pin or pins with his own 
ball before striking another ball loses two for every pin so 
knocked down. 

5. The player who pockets his own ball without hitting 
another ball forfeits three points; for missing altogether he 
forfeits one point. 

6. The striker who forces his own ball off the table without 
hitting another ball forfeits three points, and if he does so 
after making a carrom or pocket he loses as many points as 
he would otherwise have gained. The rules of the Three-ball 
Game, except where they conflict with the foregoing rules, 
govern this game also. 



BILLIARDS AND Poof,. 5/> 



THE GAME OF CONTINUOUS POOL, 

For the Championship. 

Continuous Pool, so called from the system of scoring the 
game, differs from any other game of ball pool heretofore in 
vogue. Unlike Gl- or 8-ball Pyramid Pool the scoring of the 
game is continued until all the halls in each frame have been 
pocketed and the game may consist of any number of balls or 
points up which may be agreed upon. Each ball pocketed 
scores one point for the striker and the game is usually scored 
upon the string of buttons over the table as in regular bill- 
iards. Penalties are paid through deducting points from the 
offending player's score or string of buttons, instead of for- 
feiting a ball to the table as in regular pyramid pool. 

In playing a long game of more than one night's duration, 
when a player shall have scored the agreed upon quota for 
the night, play must be continued until all the balls of the final 
frame have been pocketed, and each player must be credited 
with the balls which each shall pocket in the aforesaid final 
frame. 

On the final night of a match, playing shall cease as soon as 
the leading player shall have scored or pocketed a sufficient 
number of balls to be declared winner of the match. 

The Game. 

The game of Continuous Pool is played with fifteen num- 
bered balls and one white ball, not numbered. The latter is 
the cue-ball and the player plays with it from within the string 
at the head of the table, at the opening of the game, at any of 
the numbered balls, and afterward as he finds it on the table, 
his object being to pocket as many of the numbered balls as 
he can. The fifteen balls are numbered from one to fifteen 



56 A COMPLETE HAND-BOOK OF 

respectively, and are usually colored, but the numbers on 
the balls are simply used for convenience in calling the num- 
ber of each ball which the player intends to pocket, and do 
not in any way affect the score of the player. Before com- 
mencing the game these fifteen balls are placed promis- 
cuously in the form of a triangle upon the table, a triangular, 
frame being employed for this purpose, to insure correctness. 
The highest numbered balls nmst be placed nearest *ene apex 
of the triangle and the lowest numbered at its base ; the 
15-ball^must be placed at the apex and must rest on the spot 
known as the red-ball spot in the regular Three-ball Game of 
Billiards, and the 1 and 5 balls at either corner of the base of 
the triangle. 

The string line occupies the same place on the table as it 
does in the Three-ball game. Each and every ball counts one 
point, and the game shall consist of any given number of 
points, to be mutually agreed upon. 



Emblem of the Continuous Pool Championship op America. 
Bides Governing Contests. 

1. Contests for the emblem shall, in addition to the emblem, 
involve a money stake' amounting to at least $150 a side. 
This amount is necessary in order that the holder of the em- 
blem may not be challenged by unskilful players whose only 
object in challenging would be to gain notoriety. 

2. The sum of $75 must accompany all challenges to give 
them validity. Until the holder of the emblem covers thig 
amount, it will be regarded, not as a forfeit, but simply as a 
guarantee of good faith, and as being requisite to secure for 
the challenge it represents precedence over any others which 
may come after. 

3. The holder of the emblem must cover his challenger's 
money within ten days after receipt of notification that he has 
been challenged. Failure to do so, without sufficient cause 
therefor, will entitle the challenger to the emblem. But the 
holder of the emblem will not be required to nover the money 
of more than one challenger at a time. < 

4. When $75 have been put up on each side, the $150, as 



BILLIARDS AND POOL. 5" 

well as the emblem, becomes subject to forfeiture. The remaining 
$75 must be put up at least ten days prior to date of contest, and 
after such final deposit the match shall be "play or pay." i.e., death 
only relieving the players from their contract. 

5. The holder of the emblem has the right to name the city and 
date of contest, but he is required to play within forty days from 
the time of receipt of challenge, but not before. Should either 
party refuse to play within the specified time, he shall forfeit his 
claim to the emblem and stakes. Should both parties conspire to 
defeat this or any other rule relative to the emblem, without the 
consent of the donor, the match shall be declared off and the stake- 
money returned. The emblem will revert to the original donor. 
All games for the championship shall be played in the United 
States. 

[Note to Rule 5.- — By an agreement entered into by the players in the 
World's Championship Tournament in April, 1908, it was stipulated that 
in subsequent match games for the championship, the following rule be sub- 
stituted for the foregoing Rule 5, to wit: 

"The holder of the emblem has the right to name the city and date 
of contest, but he cannot arbitrarily name a far away city merely for the 
purpose of harassing his challenger, and therefore he will be required to 
name his home city, or the city in which he is residing at the time of 
acceptance of challenge. 

"The holder of the emblem has the right to name date of contest, but he 
is required to play within 40 days from the time of receipt of challenge 
and not before, but he cannot without consent of the challenger, name a 
date earlier than 20 days from the time of receipt of challenge.] 

6. To define the above rule : A challenge issued while a match 
for the emblem is pending, and being next in order, shall go into 
effect on the next day after that match is disposed of, either 
through play or forfeiture. A challenge issued while there is no 
match pending shall take effect upon the day of its date, provided 
it is not in any way subject to the rule next below. 

7. The challenge of a player who has been beaten while con- 
testing for the emblem shall not go into effect until five days after 
the contest in which he was defeated. 

8. All challenges not conflicting with Rule Seven shall go into 
effect in the order of their issue, the first being entitled to priority, 
and so on. In determining priority, allowance must be made for 
distance, and the better to settle disputes, all challenges sent by 
mail shall be accompanied by the certificate of two responsible 
parties, other than the player, setting forth the exact hour at which 
the forfeit money was despatched. In case two challenges should 



58 A COMPLETE HAND-BOOK OF 

be issued at the same time, the holder of the emblem may give 
either precedence. 

9. Each game shall consist of 200 points, the champion to have 
the option of playing only one night. But if it is mutually agreed 
upon between the champion and his challenger, the contest may 
consist of a greater number of points, but no more nor no less than 
goo points each evening. And after the winner has defrayed the 
oxpenses of the match, he shall receive whatever sum may have 
accrued above expenses. 

10. All contests must take place in a public hall mutually agreed 
upon, and at night-time, commencing at eight o'clock, unless there 
should be some special reason and a special agreement to play in 
the day-time. 

11. The holder of the emblem will be required to defend it for 
one year against all comers, provided they are at least eighteen 
years of age, and of unimpeached professional standing. During 
this probation, the holder of the emblem must deposit with its 
donor (The Brunswick-Balke-Collender Co.) the sum of $100, to 
insure its preservation in good order, and its presentation at every 
contest in which it may devolve upon him to defend it. The em- 
blem becomes the property of the player who wins and defends it 
against all contestants for a period of twelve months. 

12. In all matches for the emblem, the permanent stakeholder 
shall be the New York House of The Brunswick-Balke-Collender 
Co. 

13. All matches for the emblem shall be played with 2 5-16 
inch balls upon a 5x10 table manufactured by The Brunswick- 
Balke-Collender Co. with pocket-openings 4^2 inches at the corners 
and 4^4 inches at the sides. 

14. In the event of dispute as to any point not specifically cov- 
ered by these rules the decision shall rest with the donor of the 
emblem. 

Rules for Play. 

1. In match or tournament contests the game is begun by bank- 
ing, the same as in the Three-ball Carrom Game. The winner of 
the lead has the option of playing first himself from within the 
string at the head of the table, or he can compel his opponent to 
play first from the same place. For convenience, two white balls 
of the same size as the pool balls may be provided for banking. 

2. The player who makes the opening stroke must play from 



BILLIARDS AND POOL. 59 

within the string at the head of the table and must drive two or 
more object-balls to a cushion, or cause at least one object-ball to 
go into a pocket. Should he fail to do either, the balls are to be 
set up again; he forfeits two points, and must continue to play 
until he drives two or more object-balls to a cushion, or at least 
one object-ball into a pocket. Each failure causes him to forfeit 
two points. 

In match or tournament games the player making the opening 
stroke must call the ball or balls to be pocketed in order to effect 
a count. 

[Note to Rule 2.— By an agreement entered into by the players in the 
World's Championship Tournament in April, 1908, it was stipulated that in 
subsequent match games for the championship, the following rule be substi- 
tuted for the foregoing Rule 2, to wit: 

"The player who makes die opening stroke must play from within the 
string at the head of the table and must drive two or more object balls to a 
cushion, or cause at least one object ball to go into a pocket. Should he fail fo 
do either, the stroke is foul and at the option of his opponent loses his stroke 
and the next player plays, or the balls are to be set up again; he forfeits 
two points and must continue to play until he drives two or more object 
balls to a cushion, or at least one object ball into a pocket. Each failure 
causes him to forfeit two points, whenever his opponent claims it." J 

3. Before making a stroke the player must distinctly call the 
number of the ball he intends to pocket, and unless he does so the 
ball pocketed does not count for him and must be placed on the 
deep-red spot; or, if that be occupied, as near on a line below it as 
possible. The player loses his hand, but does not forfeit any 
points, and the next player plays. Should he call more than one 
ball, he must pocket all the balls he calls, otherwise none of them 
can be counted for him. A player is not required to pay a penalty 
for failure to move or hit a called ball provided he hits any other 
ball or balls on the table. 

[Note to Rule 3. — By an agreement entered into by the players in the 
World's Championship Tournament in March, 1893, it was stipulated that in 
match or tournament games a ball falling in a pocket, other than the one for 
which it is obviously intended, according to the judgment of the referee, does 
not count.] 

4. After the opening stroke each player must either pocket a . 
ball or make at least one object-ball or the cue-ball, after contact 
with an object-ball, strike a cushion, under penalty of forfeiture 
of one point. 

5. Should the player pocket, by the same stroke, more balls 
than he calls, he is entitled to all the balls he calls and all the other 
balls pocketed by the stroke. 



60 A COMPLETE HAND-BOOK OF 

6. All strokes must be made with the point of the cue, other- 
wise they are foul. 

7. A forfeit of one point is deducted from the player's score 
for making a miss, pocketing his own ball, forcing his own ball off 
the table, failing to either make an object-ball strike a cushion or 
go into a pocket, or the cue-ball to strike a cushion as provided in 
Rule 4, and for striking his own ball twice. 

8. A ball whose centre is on the string line must be regarded 
as within the line. 

9. If the player pocket one or more of the object-balls, and his 
own ball go into a pocket or off the table from the stroke, he can- 
not score for the balls, which must be placed on the spot known 
as the deep-red spot ; or, if it be occupied, as nearly below it as 
possible, and on a line with the spot, and the player forfeits one 
point for pocketing his own ball or driving it off the table. 

10. A ball going into a pocket and rebounding onto the table 
must be regarded in the same light as if it had struck a cushion, 
and is not to be counted as a pocketed ball. It retains its place 
where it comes to rest upon the table. An object-ball forced off 
the table, or forced off and rebounding from some object foreign 
to the table, must be replaced upon the deep-red spot; or, if that 
be occupied, on a line below it and as near as possible. If it is the 
cue-ball, it is to be regarded as being off the table and in hand. 
The gas-fixture or other apparatus for lighting, when placed 
directly over the table, shall not be considered a foreign object, 
and should a ball striking a fixture rebound to the table, it must 
retain its position where it comes to rest. 

11. A ball resting on the cushion must be regarded as off the 
table. 

12. When the cue-ball is in hand, the player may play from 
any place within the string at any object-ball outside of it; but 
he is not allowed to play directly at an object-ball which is within 
the string. Should none of the object-balls be outside, that ball 
which is nearest outside the string should be spotted on the deep 
red spot, and the player may play at it. 

13. Should the striker touch the cue-ball with the point of his 
cue, or should he touch it with any other part of the cue except 
the point, or with his clothing, or anything else, it shall- be ac- 
counted a stroke. The striker loses his hand, forfeits one point, 
and the next player plays. 



BILLIARDS AND POOL. 6l 

14. Should the player touch an object-ball with the point or 
any other part of the cue, or with his clothing, or anything else, 
the ball so disturbed is to be replaced by the referee in its original 
position. The striker loses his hand only and the next player plays. 

15. A counting stroke cannot be regarded as being completed 
until all balls set in motion by the stroke have come to rest. 

16. A stroke made when any of the balls are in motion is foul. 
Should such a stroke be made, the balls are either to be replaced 
or left as they come to rest, at the option of the next player, and 
the next player plays. The striker loses his hand and forfeits one 
point. 

17. Should the player strike his own ball twice he forfeits one 
point, and the balls disturbed in consequence of the second stroke 
are to be placed by the referee in the position they occupied before 
the first stroke, or left as they are when they come to rest, at the 
option of the next player. The striker loses his hand, and the 
next player plays. 

18. Should the balls, or any of them, on the table be accident- 
ally disturbed by any other person or cause than the player, they 
are to be replaced as nearly as possible in their original position, 
and the player may continue. 

19. Push shots are allowed; that is, it is not necessary to with- 
draw the point of the cue from the cue-ball before the latter touches 
the object-ball. When the cue-ball is in contact with another ball, 
the player may play directly at the ball with which it is in contact; 
or directly from it, and the latter play shall not be recorded as a 
miss, provided a cushion is struck, as specified in Rule 4. 

20. When the striker is in hand, should he play from any posi- 
tion not within the string line, without being checked previous to 
the stroke being made, any score he may make from such stroke he 
is entitled to; but if he is checked before making the stroke, and' 
then makes it, it does not count for him, his hand is out, and the 
next player plays, and all balls disturbed by the stroke must be re- 
placed or left as they are, at the option of the next player. 

21. It is foul, and the striker forfeits one point, if, while in the 
act of striking, he has not at least one foot on the floor. 

22. Should the striker, by a clear, fair stroke of the cue, pocket 
a ball and, after the stroke, move, touch, or foul one or more of 
the object-balls, he is entitled to the pocketed ball and loses his 
hand only because of the foul, and the next player plays. 

23. Should a ball that has come to a standstill move, without 



62 A COMPLETE HAND-BOOK OF 

apparent cause, while the player is preparing to strike, it must be 
replaced. Should it move before he can stop his stroke, it and all 
the other balls set in motion by the stroke must be replaced, and 
the player shall repeat his stroke, inasmuch as, but for the 
moving of the ball, he might have counted where he missed or 
missed where he counted. 

[Note to Ride 23. — Should a ball after having come to a standstill and 
then resting on the edge of a pocket fall into the pocket without being 
hit by another ball, it must be replaced by the referee, or by the marker 
through the direction of the referee. Should it so fall into a. pocket 
while the striker is in the act of taking aim, or should it so fall into the 
pocket after the striker has delivered his stroke and before his ball, or 
an object-ball set in motion by the stroke, hits said ball, it and all other 
balls set in motion by the stroke must be replaced by the referee, or by 
the marker through the direction of the referee, as near as possible to 
their original positions, and the striker is entitled to play again. A ball 
must be positively hit by another ball before it can be reckoned as a 
pocketed ball, and should the vibration of the table, through the roll- 
ing of the balls, or through atmospheric influences or any other causes 
other than by being positively hit by another ball through a fair deliv- 
ery of the cue, cause a ball resting on the edge of a pocket to fall into 
it, that ball must be replaced by the referee or marker and cannot be 
reckoned as a pocketed ball.] 

24. Should a player make three scratches or forfeitures of points 
in succession he shall forfeit every ball remaining on the table to 
his opponent, except as provided in Rule 2. 

25. Under these rules no player is allowed to withdraw before 
the game is played out ; by so doing, without sufficient cause, he 
forfeits the game. 

26. In case of a scratch or forfeiture the claim for such must 
be put in before another strike is made, otherwise it cannot be re- 
corded against that player later in the game. 

" 27. A light pencil mark is to be drawn from the deep-red spot 
directly back to the centre diamond on the end rail, also across 
the string line. This rule is for convenience and absolute accuracy 
in spotting and placing the cue-ball. 

28. The player scoring the last ball of each frame has the option 
of leading in the succeeding frame or making his opponent lead. 

29. There shall be no unnecessary delay on the part of a 
player, and an opponent may appeal to the referee in case of such 
delay, who will place a reasonable time limit on the player. This 
rule is particularly favorable to spectators, who dislike a tedious 
same. 



BILLIARDS AND POOL. 63 

30. An opponent must stand at least four feet from a player 
and the table. Protests may be made if a player stands in front of 
another whose turn it is to play or in such proximity as to discon- 
cert his playing, also against loud talking or advice from either 
spectator or opponent. 

Protests. 

1. The player may protest against his adversary standing in 
front of him, or in such close proximity as to disarrange his aim. 

2. Also, against loud talking, or against advice being given by 
any person whomsoever, or any other annoyance by his opponent, 
while he is making his play. 

Notes to the Foregoing Rules. 

The decision of the referee is final, but it might happen, under 
extraordinary circumstances, that one of the players should believe 
his rights to have been violated by the referee. In such a case he 
must at once, and before more than one stroke has been played, 
declare the cause of his grievance and announce that he is playing 
the game out under protest. Then, should he lose the game, the 
subject of the grievance is left to the decision of the experts 
mutually agreed upon." 

The rules of the Three-ball Game of Billiards, when not con- 
flicting with any of the foregoing rules, govern this game also. 



A COMPLETE HAND-BOOK OF 



THE GAME OF FIFTEEN-BALL POOL FOR THE 
CHAMPIONSHIP. 

The game of Fifteen-ball Pool is played with fifteen num- 
bered balls, and one white ball not numbered. The latter is the 
cue-ball, and the player plays with it from within the string 
at the head of the table, at the opening of the game, at any 
of the numbered balls, and afterward as he finds it on the 
table, his object being to pocket as many of the numbered 
balls as he can, the number on each ball he pockets being 
scored to his credit ; so that not he who pockets the largest 
number of balls, but he whose score, when added up, yields 
the largest total, wins the game. The fifteen balls are num- 
bered from one to fifteen, respectively, and are usually col- 
ored. Before commencing the game these fifteen balls are 
placed in the form of a triangle upon the table — a triangular 
frame being employed for this purpose to insure correctness. 
The ball numbered fifteen is so placed upon the table as to 
form the apex of the triangle, pointing upward toward the 
head of the table, and in forming the triangle the fifteen-ball 
should rest as nearly as possible upon the spot known as the 
deep-red spot in the Three- or Four-ball Gaines, The other 
balls should have their places in the triangle so tliat the 
highest numbers shall be nearest the apex, the lowest num- 
bers forming the base. 

The sti-ing-line occupies the same place on the table as it 
does in the Four-ball Game. 

The numbers on the balls pocketed count for the player 
who pockets them fairly, and as the sum total of all the num- 
bers on the fifteen balls amounts only to one hundred and 
twenty, of which sixty-one is more than onedialf, when only 
two persons are playing whichever makes ike lattsr svjmfet* 
&E»t i§ tk© wiji^ir 9% tb© @,wv.& . 



MILLIARDS AND POOL. 65 

Rules Governing all Contests. 

1. Should the player making the openingstroke fail to (pake 
at least two of the object balls strike a cushion, or at least one 
object-ball go into a pocket, he forfeits three points and the 
next player plays. In the opening stroke all balls pocketed 
count for the player, and he is not required to call any ball on 
this stroke. 

In match or tournament games, when on the opening stroke 
the player fails to drive at least two object balls to a cushion, 
or to pocket at least one object-ball, the balls are set up again, 
and he forfeits two scratches, or six points, and must continue 
to play until he drives two or more object-balls to a cushion, 
or at least one object-ball to a pocket. For each failure so to 
do he forfeits six points. 

2. After the opening stroke each player must either pocket 
a ball, make an object-ball strike a cushion or the cue-ball 
strike a cushion after contact with an object-ball, under pen- 
alty of forfeiture of three points. Three forfeitures in suc- 
cession lose the player making them the game. 

Should the striker pocket the cue-ball during the game, and 
by the same stroke fail to drive one or more balls against a 
cushion or into a pocket, he forfeits three only for the pocket- 
ing of the cue-ball. 

3. When two players only are engaged in a game, and one 
player's score amounts to more than the aggregate numbers 
on the balls credited to the other player, added to that remain- 
ing on the table, the game is ended, the player whose score is 
higher than this total wins. But when more than two players 
are engaged the game is ended only when the aggregate of 
numbers of the balls remaining on the table do not amount to 
enough to tie or beat the next lowest score. It is the duty of 
the game-keeper to proclaim it when a game is won. 

•1. A forfeiture of three points is deducted from the player's 
score for making a miss ; pocketing his own ball ; forcing his 
own ball off the table ; failure to make the opening stroke, as 
provided in Rule 1 ; failure either to make an object ball strike 
a cushion or go into a pocket, as provided in Rule 2 ; playing 
out of his turn, if detected doing so before he has made more 



66 A COMPLETE HAJSTD-BOOK OF 

than one counting stroke ; striking the cue-ball more than 
once ; making a stroke when any of the balls are in motion ; 
failing to have at least one foot on the floor while in the act of 
striking. 

5. In a match or tournament game a tie game is reckoned 
as void, and must be played over to determine the winner. 

6. The rules of the Three-ball Carrom Game and of the 
Game of Continuous Pool for the Championship, when not 
conflicting with the above rules, govern this game also. 



AMERICAN PYRAMID POOL. 

The game of American Pyramid Pool is played with fifteen 
balls, numbered from 1 to 15 respectively, and a white cue- 
ball. The player opening the game plays from any point 
inside the string, and after the opening shot plays with the 
cue-ball as he finds it. Each ball counts one point, and in 
match or two-hand games, the player first scoring eight balls 
wins game. 

The Pules for Play. 

1. In the opening stroke the cue-ball, aimed direct or as the 
result, of a bank shot, must strike the pyramid with force suf- 
ficient to cause at least two object-balls to touch a cushion, or 
at least one object-ball to go Into a pocket. Failure to do 
either forfeits the stroke and one ball to the table. 

In case of a forfeit by a player having no ball to his credit, 
the first ball scored by him shall be placed on the deep-red 
spot, or as near thereto as possible. All balls pocketed on the 
opening stroke count, and need not be called. 

In match or tournament games, when the player on the 
opening stroke fails to drive at least two balls to a cushion or 
one ball to a pocket, the balls are set up again, and the player 
forfeits one ball from his seore, and must continue to play un- 
til he shall have made a legal leading stroke. > 



BILLIARDS AND POOL. 07 

2. After the opening stroke the player must call the number 
of the ball he intends to pocket, but need not call the pocket. 
Should the called had not be pocketed, no bull pocketed on 
thai stroke is counted, but must be placed on the deep-red 
spot, or as near as possible on a line below it; the player's 
hand is out, but he incurs no penalty. Should more than one 
ball be called, and one or more thus called should notbe pock- 
eted, none can be counted. Failure to hit a called ball 
involves no penalty, provided any other ball be hit. 

3. One ball is forfeited if after the opening stroke the player 
fail to pocket a ball, or fail to make at least one object-ball, or 
the cue-ball, after hitting an object-ball, strike a cushion. 
Should the player also pocket the cue-ball after failure as 
above described, he forfeits but one ball on the stroke. 

4. When one or more balls, in addition to the ball called, 
are pocketed, the player is entitled to all pocketed. 

5. When more than two players are engaged, the game is 
ended when the balls remaining on the table are not sufficient 
to tie the nest lowest score ; and all that may be depending 
upon the game shall be decided in accordance with the stand- 
ing of each player when pool is called. 

6. A player forfeits one ball for making a miss, pocketing 
the cue-ball, forcing the cue-ball off the table, for failing as 
described in Rule 3, and for striking the cue-ball twice. 

7. It is a stroke, and one bail is forfeited, if the striker touch 
the cue-ball with his cue and make a miss, or touch it with his 
clothing, or any other object. 

8. A stroke made when any ball is in motion is foul, one 
ball is forfeited, and the incoming striker may either have the 
balls replaced or play as he finds them. 

9. When the cue-ball is struck twice, the balls disturbed in 
consequence of the second stroke shall be replaced, or the in- 
coming striker, if he choose, may play as he finds them ; the 
striker forfeits one ball. 

10. The Rules of Continuous Pool for the Championship, 
and of the Three-ball Carrom Game, except as above specified, 
govern this arame also. 



68 A COMPLETE HAND-BOOK OF 

THE LAWS OF ENGLISH PYRAMIDS, 

The English balk semi-circle is used in this game. 
Rules. 

1. This game may be played with any number of balls, 
generally sixteen, viz. : fifteen red, and one white. 

2. In "setting the balls" at the commencement of the 
game they are placed on the table in the form of a triangle 
or pyramid, the first or head ball to stand on the red-ball 
spot, the semicircle, or balk for the cue-ball, being from 
twenty-one to twenty-three inches in diameter. 

3. If more than two persons play, and their number is odd. 
each plays alternately — the rotation to be decided by string- 
ing. The player pocketing the greatest number of balls to 
receive from each of the other players (a certain sum per ball 
having been agreed upon) the difference between their lives 
and his. 

4. If the number of players be even they may form sides, 
when the partners either play alternately or go out upon a 
hazard, miss, etc., being made, as previously agreed. 

5. The players string for choice of lead ; then the leader 
places his ball (the white) within the string or balk semicircle, 
and plays at the pyramid. 

6. The next striker plays the white ball from the place 
where it rests after his opponent has made his stroke ; but if 
the ball should be off the table, it must be played from the 
string or balk, as at commencement. 

7. None but winning hazards count toward the striker's 
game. One point or life is reckoned for each winning hazard, 
and he who pockets the greatest number of balls wins. 

8. The player loses a point if he pocket the white ball or 
forces it off the table, if he give a miss, or run a coup, i.e., 
runs the cue-ball into a pocket or off the table without hitting 
a ball. 

9. For every losing hazard, i.e., pocketing cue-ball, miss, 
or coup, made by the player a point is to be taken from his 
score by a ball being replaced on the pyramid spot ; but if 
that spot be occupied the ball must be placed immediately 
behind it. 

10. If the striker pocket his own ball, or jump it off the 



BILLIARDS A.ND POOL. 69 

table, cii'd by the same stroke pocket one or more of the pyra- 
jnid balls, or jump them off the table, he gains nothing by 
the stroke ; the pyramid ball so pocketed must be replaced 
on the spot, together with one of the balls previously holed by 
the player. 

11. Should the striker, losing a ball by forfeit, not have 
taken one, the first he pockets must be placed on the table, 
as in l\ule 9 ; should he not take one during the game, he 
must pay the price of a life for each ball so forfeited, or the 
number of balls which he may owe is deducted from his 
score in computing the balls at the finish of the game. 

12. If the (white) playing-ball touch a (colored) pyramid 
ball the striker may score all the balls he pockets, but he can- 
not give a miss without forfeiting a point. 

13. Should the striker move any ball in taking aim or strik 
ing, he loses all he might otherwise have gained by the stroke. 

14. If the striker force one or more of the pyramid balls 
off the table he scores nothing, and the ball must be placed 
upon the spot. 

15. If the game be played with an odd number (fifteen) of 
pyramid balls, the last hazard counts two. [In England six- 
teen balls are frequently used, the sixteenth being placed in 
the centre of the base of the pyramid, directly in the rear of 
the head ball.] 

16. When all the colored balls but one are pocketed, the 
player who made the last hazard continues to play with the 
white ball, and his opponent with. the red, each playing alter- 
nately, as at single pool. 

17. "When only two balls remain on the table, with two 
persons playing, should the striker pocket his own ball or 
make a miss, the game is finished, and the opponent adds one 
to his score. If there are more than two players, and they 
not partners, the striker places a ball on the spot. 

18. The balk or string is no protection to the non-striker's 
ball. The player whose ball is in hand can play from the 
semicircle at any ball on the table. 

19. All disputes are to be decided by the marker ; or, if he 
be interested in the game, as a player or interested party, by 
the majority of the company. 



7° 



CHICAGO POOL. 



This game is played with the numbered pool balls from 1 
to 15 and a white cue-ball, as in Fifteen-ball Pool, the object 
being to play upon and pocket the balls in their numerical 
order. 

The table is laid out for the game by placing the one ball 
against the end cushion at the first right-hand diamond sight 
at the foot of the table, as seen in the diagram; the two-ball 
is placed at the centre diamond sight on same cushion; the 
remaining thirteen balls are placed in the order of their num- 
bers at the succeeding diamond sights, as shown in the dia- 
gram. All things being equal, it is immaterial which way 
the numbers run in setting the balls, for they may also be set 
so that the one-ball is placed on that diamond sight which, 
when standing at the head of the table and looking toward 
the foot or lower end, appears as the left-hand diamond 
sight on the end rail, with the three-ball placed at the right, 
etc. 

The three sights on the end rail at head of the table are 
not occupied by any ball. 




In opening the game the order of play is determined by 
throwing out small numbered balls, as in Fifteen-ball Pool, 



CHICAGO FOOL. 71 

and he whoso first play it may be strikes the eue-ball from 
any point within the string line. 

The opening stroke must be to strike the OHe-ball. If that 
ball is holed it is placed to the credit of the player, and he 
continues his hand until he fails to score, but in continuing 
he must play each time upon the ball bearing the lowest 
number on the table. After playing upon that ball, however, 
should any other be pocketed by the same stroke, irrespective 
of its number, it shall be placed to the player's credit so 
pocketing it. 

If the line of aim at the ball required to be hit is covered 
by another ball, the player may resort to a bank play or 
massed etc., but should he fail to hit the required ball he for- 
feits three, receiving a scratch. 

Should &, ball be holed by a foul stroke it is replaced upon 
the spot it occupied at the opening of the game, but should 
it be the 8, 9, 10, or 11 ball so holed, they being within the 
string, and the cue-ball in hand, then the balls specified are 
to be placed upon the pyramid or red-ball spot, or should 
that be occupied, as near to it as is possible, as in Fifteen-ball 
P00L 

The player having the lowest aggregate score is reqwarwd 
to pay for general refreshment for all in the game. Tha 
player having the second lowest score pays for the game. 

The rules of Fifteen-ball Pool govern Chicago Pool, except 
where t*" =. y conflict with the foregoing rules. 



72 A COMPLETE HAND-BOOK OF 

ROTATION POOL. 

This game is played with the numbered pool ba Is from 
I to 15 and a white cue-ball, as in Fifteen-ball Pool, the 
object being to play upon and pocket the balls in their 
numerical order. 

Iu "setting the balls" at the commencement of the game 
they are placed on the table in the form of a triangle or 
pyramid, the No. 1 ball at the apex, No. 2 and No. 3 in the 
second row, Nos. 4, 5 and 6 in the third row, Nos. 7, 8, 9, 
10 in fourth row, and Nos. n, 12, 13, 14 and 15 in last row. 

The player opening the game plays from any point inside 
the string, and after the opening shot plays with the cue-ball 
as he finds it. 

In opening the game the order of play is determined by 
throwing oat small numbered balls, as in Fifteen-ball Pool, 
and he whose first play it may be strikes the cue-ball from 
any point within the string line. 

The opening stroke must be to strike the one-ha\\, and 
any ball or balls pocketed by the stroke, irrespective of its 
number, counts for the player, and he continues his hand 
until he fails to score, but in continu ng he must play each 
time upon the ball bearing the lowest number on the tab'e. 
Each player in turn is required to play on the b .11 bearing 
the lowest number on the table. After playing upon that 
ball, however, should any other be pocketed by the same 
stroke, irrespective of its number, it shall be placed to the 
player's credit so pocketing it. 

If the line of aim at the ball required to be hit is covered 
by another ball, the player may resort to a bank play or 
masses, etc , but should he fail to hit the required ball he 
forefeits three, receiving a scratch. 

The Rules of Fifteen-ball Pool Govern Rotation Pool, 
except where they conflict with the foregoing rules. 



TWO-BALL POOL. 

This game, about 40 yeass ago was universally in vogue 
in this country. It is played on a pocket table, and is 
opened by throwing out the small, numbered balls to de- 
termine the order of play as in Fifteen-ball Pool, and any 
number of persons may engage in the game. Two balls onlv, 
a red and white, are used to play the game, and the striker 
plays with that ball which was the object-ball in the t re ed- 
ing stroke, except when a ball has been pocketed. In the latter 



A COMPLETE HAND-BOOK OF 73 

case there must be a new lead, the next striker leading with 
the red ball, and being followed with the white ball from the 
string. 

Rules. 

1. Player No. 1 must lead with the red, but has the privilege 
of spotting his ball, in case the lead does not please him. Bat 
if, in a pushing lead, he does not withdraw his mace or cue 
from the ball before it passes the middle pockets, the stroke 
is foul, and player No. 2 has the option of playing at the ball 
as it is left, having the lead played over again, or causing the 
red to be spotted on the pool spot. 

2. Each player has one, two, or more lives, as may be 
agreed on. When he forfeits these he is said to be dead, 
except he obtains what is called a "privilege," meaning one 
chance more. 

3. This privilege, except where all the players consent to 
its remaining open, must be taken by the first man "killed ;" 
and the person so killed must determine whether he will ac- 
cept it or not at once, before another stroke is played. [This 
is the strict rule of the game, and as such may be enforced ; 
but as a general practice the privilege remains open until 
taken up by some one of the players.] 

4. After a game has been commenced, no one can take a 
baK, except with the consent of all who are already in the 
game ; and after the privilege is gone, no stranger can be ad- 
mitted to the game under any circumstances. 

5. Any person in the pool whose lives are not exhausted, 
and who thinks a hazard may be made in a certain position, 
can claim the stroke, or "take the hazard," as it is technically 
colled, in case the striker does not choose to risk that particu- 
lar stroke himself. Should the person who takes the hazard 
fail to execute it, he loses a life. 

G. The player has the best right to take a hazard, and must 
be marked if he fails to pocket the ball, in case any other 
player in the pool has offered to take it. 

7. In playing out of his turn the player loses a lite, unless 
he pockets the object-ball, in which case the ball pocketed 
loses a life, and the next in rotation to the person who ought 
to have played plays. 



74 BILLIARDS AND POOL. 

8. But if one player misdirect another by calling on him to 
play when it is not his turn, the misclirector, and not the mis- 
directed, loses a life, and the next in turn must lead with the 
red as usual. 

9. Whoever touches any of the balls while running forfeits 
a life. This rule is invariable, and can only be relaxed by the 
consent of all the players. 

10. No player can own or have an interest in more than 
one ball at a time ; nor can he buy another ball, nor own an 
interest in another ball, while his own ball is either alive or 
privileged. 

11. After the number which he drew is dead, he may buy 
that of another player, and take his place ; but if the seller 
only dispose of an interest in his ball, he must either continue 
to play it himself or sell out his ball in toto, in which latter 
case any member of the original pool may buy and finish out 
the game. 

12. But no person not included in the original pool can be 
permitted to buy in and play ; though outsiders may purchase 
an interest in a ball, still permitting the original member of 
the pool to play it. 

13. If the leader sells his number upon the lead, the pur- 
chaser must either allow the lead made to stand or the ball 
may be spotted at his option. 

14. A lead once made cannot be changed, even when the 
next player sells his ball to a third party ; but the leader has, 
at all times, the option of having his ball spotted. 

15. No player can strike twice in succession under any cir-« 
cumstances, except when there are only two players left, and 
one of them has holed his opponent's ball. In that case tho 
person who has pocketed the ball must lead for his adversary 
to play on. 

16. When only two players are left, and either of them 
wishes to divide or sell, his opponent shall have the first 
right of buying, provided he offers as much as is offered by 
any of the others who are entitled (by having been in the 
original pool) to purchase. But should he not offer as 
much, then the ball may be sokl to the highest duly-qualified 
bidder. 



A COMPLETE HAND-BOOK OF y $ 

17. If a player, playing on the lead, places his ball outside 

of the string, and has his attention called to the fact by the 
leader before the time of striking his ball, it is optional with 
the leader either to compel him to play the stroke over again, 
or let the balls remain as they are. 

18. If it be found that the marker has not thrown out balls 
enough for the number of players at the commencement of 
the game, his mistake will not alter the conditions of the pool. 
The balls must be again shaken up and thrown over, and then 
the game commences. 

With the foregoing exceptions, the rules of the American 
Four-ball Game may be applied to Two-ball Pool. 



FORTY- ONE POOL. 



Forty-one Pool is played with a regular Fifteen-ball Poo] 
set of balls, the object of play being to pocket a sufficient 
number of the pool balls which added to the private small 
ball shall score exactly 41. 

The Rules. 

1. The order of playing is determined through throwing 
out the small numbered balls as in regular ball pool. The 
balls which determine the private ball of the players are then 
thrown out and are generally numbered from 6 to 18. No 
one other than the player is sujjposed to know the number 
of the private ball. 

2. Each player plays in turn, one shot to an inning, count- 
ing all the balls he may get on that shot — the number on 
each bali being added to the number of his small balL 

3. When exactly 41 is made, the player or game-keeper 
declares pool, and the player the most distant from 41 is de- 
feated. 

4. Pool is also declared when all balls are pocketed from 
the table. The nearest to 41 is the winner ; the most dis- 
tant is the loser. 

5. A miss or pocketing the white ball is a scratch, and the 
player so doing owes a ball to the table, besides what he may 



76 BILLIARDS AND POOL. 

have scored on that shot. If he has more than one ball in his 
rack, he can spot the one he prefers ; if he has none, spot the 
first one which he may pocket. Should he pocket more than 
one ball on his next shot he can spot the one he elects. 

6. If a player gets more than 41, it is a burst, and all the 
balls he has scored must be spotted; and the last ball pock 
eted must be placed nearest to and in the rear of the spol 
etc. In such cases, the player can have a new small ball if ha 
elects. 

7. In playing for safety, a player must cause the white ball 
to go to the cushion before or after hitting a ball ; failing to 
do so, he is penalized a scratch. 

8. A player having no ball in his rack is worse off than one 
with a ball, regardless of its number or the number of the 
small ball he may have, and a player owing a ball is still worse 
off. A player making a burst and not declaring it must be 
credited with no ball. 

The rules governing the American Four-ball Game of Bill- 
iards, not conflicting with the above, govern this game also, 
push shots and frozen balls excepted. 



H1GH-LO YV-JAClv-GAME. 

This game is played with a set of balls the same as used in 
Fifteen-ball Pool. 

Any number of persons may play, the order of play being 
determined b* the rolling of the jmall numbered balls. 

The fifteen-ball is High ; the one-ball is Low ; the nine-ball 
is Jack ; and the highest aggregate is Game. Seven points 
generally constitute a game. 

In cases where players havo one and two to go to finish 
game, the first balls holed count out first, be they High, Low, 
or Jack. 

In setting up the pyramid the three counting balls — High, 
Low, Jack — are placed in the centre, with High at the head o) 
the three named balls, the other balls as in regular Fifteen- 
ball Pool. 

When players have each one to go, instead of setting up an 



A COMPLETE HANDBOOK OF 



77 



entire frame of pyramids, a ball is placed at the foot of the 
table, in direct line with the spots, and at a distance from the 
lower cushion eqnal to the diameter of another of the pool 
balls. This ball must be pocketed by banking it to one or 
more cushions. The player who pockets the ball wins the 
game. 

The rules of the game of Fifteen-ball Pool for the Cham- 
pionship, not conflicting with any of the foregoing rules, gov- 
ern this game also. 



COLOR-BALL POOL. 

(life pool.) 

he White Ball is spotted. 

Red Ball plays upon White. 

Yellow . Red. 

Green Yellow. 

Brow n Green. 

Blue Brown. 

Pink Blue. 

Spot-white " Pink. 

Spot-red Spot-white. 

Spot-yellow " Spot-red. 

Spot-green " Spot-yellow. 

Spot-brown Spot-green, and 

White Spot-brown. 



Rules, 
authorized by the billiard association of great britain and 

IRELAND. 

i. The game of Pool is played by two or more players. A 
complete set of balls comprise the following: white, red, yellow, 
green, brown, blue, pink, spot white, spot red, spot yellow, spot 
green and spot brown. Any rest may be used. 

2. As many balls as there are players must be put into a basket, 



i-,g BILLIARDS AND POOL. 

shaken and given out to each player by the marker. Then the 
players play progressively as the colours are placed on the mark- 
ing board. 

3. At the commencement of every game the plain white must 
be spotted on the billiard spot ; red plays from the half-circle on 
white, yellow on red, and so on, each player playing on the last 
ball played with. Should a player lose a life by his own stroke, 
the next player plays at the nearest balls, and if the striker be 

i in hand, the distance shall be measured from the middle of the 
baulk line. 

4. Each player has three lives at starting, except when players 
are handicapped. (See Rule 35.) 

5. The baulk is no protection. 

6. All strokes must be played with the point of the cue, other- 
wise the stroke is foul. 

7. When the striker takes a life, he plays at the nearest ball, 
and in this manner continues his break; this applies in all cases. 
Should he pocket all the object balls, his ball is placed on the 
billiard spot, and the next player plays from hand. 

8. The player who first loses his three lives is entitled to star 
the lowest number of lives denoted on the marking-board, but he 
must do so before the next stroke is played. In case there are 
only two players remaining in the pool, the privilege of starring 
ceases. 

9. When there are more than two players, and less than eight, 
only one star is allowed; if eight or more players, two stars. It 
is possible for the same player to star twice, but he must lose his 
original lives and the lives obtained from the first star before he 
can do so. 

10. In case two balls are holed by the same stroke, the player 
whose ball was played on has the option of starring. Should the 
player whose ball was played on decline to star, and more than 
two object balls are holed by the same stroke, the next player 
in order shall be entitled to star. 

11. Should a player strike two balls simultaneously, he shall lose 
a life. 



A COMPLETE HAND-BOOK or 7Q 

12. In case of measurement, should the distance be equal, the 
owners of the object balls shall draw lots for choice of whose 
ball shall be played on. In all cases the marker shall measure the 
distance between the balls. 

13. Should a striker hole his own ball whether he pockets an 
object ball or not; force it off the table; make a miss; run a coup; 
play out of his turn ; hit a wrong ball first ; or play with a wrong 
ball (excepting when in hand, in which latter case no penalty 
attaches to the stroke), he loses a life. 

14. If a player deliberately obstructs his opponent, or wilfully 
interferes with the balls, he shall lose all furfher interest in that 
game and his ball must be taken off the table. 

15. Should the striker pocket the ball he plays on, or any other, 
and by the same stroke pocket his own ball, or force it over the 
table, he loses a life, and the owner of the other ball pocketed has 
no liability, and plays in his turn from hand. 

16. Should a striker lose a life in any way, he pays forfeit to 
the owner of the ball he should have played on. 

17. The following are foul strokes : touching a ball except 
when in hand ; and lifting both feet from the ground while playing. 

18. A player cannot take a life by a foul stroke. 

19. Should a player hole a ball by a foul stroke, the next player 
plays on the ball of his predecessor where it has stopped. 

20. Should the striker's ball touch the one he has to play on, 
he cannot make a miss. The striker can play on any ball and 
score, but he cannot have a ball up. 

21. When a ball touches the striker's ball, or is in a line be- 
tween it and the ball he has to play on so that it will prevent him 
hitting either side of the object ball, it must be taken up until the 
stroke is played, and replaced after the balls have ceased rolling, 
but if the ball be further away or equidistant with the object ball, 
the striker cannot have it up. 

22. Should any ball be in the way of the striker or his cue or 
rest, so that he cannot play at his ball without a reasonable chance 
of making a foul, he may have it up. 

23. If the corners of a cushion should prevent him playing in a 
direct line, he can have any ball removed f° r the purpose of play- 
ing at a cushion first. 



g Q BILLIARDS AND POOL. 

24. If the striker has a ball removed and any other ball should 
stop on the spot it occupied, the ball removed must remain in 
hand until the one on its place be knocked away or be played with. 
Should it happen to be the turn of the one removed before the 
one on its place, the latter must give place to the one in hand, 
after which it must be replaced. 

25. If the striker shall have the next player's ball removed, and 
his ball stops on the place it occupied, the next player must play 
from hand. 

26. Should the striker's ball stop where a ball has been removed, 
the ball must remain in hand until the spot is unoccupied and then 
replaced. (See Rule 24.) 

27. Any person requiring information respecting the game must 
obtain the same from the marker, who is the only authority. 

28. Should a player be misinformed by the marker, he may play 
the stroke over again, but he cannot take a life. 

29. Should a striker force any object ball or balls off the table, 
he does not take a life, and the balls knocked off are in hand until 
it is their turn to play. 

30. Should a striker miss the ball played at, no one is allowed 
to stop the ball, the striker having no option. 

31. Should the game be reduced to three players, and a striker 
lose a life and refuse to star, the two players left in divide when 
they have an equal number of lives. 

32. There is no division at three pool. 

33. Should a player score and touch a ball after the balls have 
ceased rolling, the next stroke is foul. 

34. Should a ball drop into a pocket after being stationary, it 
must be replaced, and should a striker have played at the ball 
whilst it was dropping into the pocket, he can have the stroke 
played over again. 

35. A player cannot star more lives than he began the pool with, 
nor more than the lowest number on the marking-board. 

36. Should any person other than a player stop a ball or inter- 
fere with it, the ball must be replaced by the marker. 

37. A player may demand that an opponent shall, to the satis- 
faction of the marker, stand a fair distance from the tab-e, and 
out of the line of sight, while he is in the act of playing. 



A COMPLETE HAND-BOOK OF o f 

38. The marker shall not be allowed to tell a player how far he 
is "off" a ball, or inform him whether he is in a position for 
striking or not. 

39. Should a spectator see the game wrongly marked, he may 
state the fact. 

•40. All disputes must be decided by the marker, whose decision 
is final ; and, if he does not know of the matter in dispute, the 
majority of the onlookers shall decide the case. 



SKITTLE POOL. 
Directions for Placing the Spots on the Table. 




In placing the spots on a 5 x 10 table first measure three 
and a half inches from the edge of the cushion on both sides of 
the table, at the head and foot, then take a chalked cord, which, 
by holding tight from points thus measured and snapping, 



3 2 BILLIARDS AND POOL. 

will give a perfectly straight line. Then divide these lines into 
four equal parts from the straight line to the edge of the 
cushion at the foot, which will make the distance between the 
pins twenty-one inches. The white pin(six) is three inches 
from the dark-red spot, and the black pin one and three-quarters 
inch from that. The black pin on the right is one and three- 
quarters inch from the white (eight). The white (ten) and 
black pins on the string-line are seven inches from the spot. 
The spots marked with circles in diagram are for the white 
and spot balls. 

N. B. — Be particular to measure from centre to centre of 
spots and not from the outside. 

On a 4|- x 9 table the pins are placeed in the same position^ 
excepting the distance between the pins on right and left 
side is eighteen and three-quarter inches, and the distance 
between white (ten) and black pin from the spot is six 
inches. 

In putting on the spots hammer lightly. 

In the diagram the crosses represent the position of the 
black pins. 

Rules. 

1. The game is played with ten white pins and three black 
pins. 

2. Three balls are used, two white and one red. 

3. Any number of persons can play, and the rotation is 
decided as in ordinary ball pool. 

■ 4. The game is fifty points or more. 

5. Each white pin knocked down by any ball which has 
struck another ball first counts a certain number, from three 
to ten. (The value of the various pins is shown in diagram.) 

6. The red ball is spotted at the foot of the table adjoining 
white pin (six). 

7. The first player is bound to play at the red ball with the 
spot ball, which is always spotted on the right-hand side.. 

8. The second player is bound to play with the white ball, 
which is always spotted on the left-hand side, but he may 
play at any ball. 

9. If the white ball has been displaced from its spot by 



A COMPLETE HAND-BOOK OF 8$ 

the first player, then the second player may play with any 
ball. 

10. When the red ball is on its spot no player may play 
with it but only at it. 

11. At other time players may play with either of the three 
balls. 

12. If a player knocks down a black pin the whole of his 
score is rubbed out, and he must either retire from the game 
or pay a certain amount to the pool (to be fixed before play is 
commenced) for the privilege of continuing. This is then 
called bursting. 

13. If the first player knocks down a black pin at his first 
stroke it does not count against him, but he cannot, in that 
case., score anything from the white pins he may knock down. 

14. If during play an}' ball stops on the spot which should 
be occupied by a pin the ball must be replaced on the spot it 
originally occupied when play commenced. 

15. A player may give two consecutive misses, but no 
more, if he gives a miss a third time it must be considered a 
burst. 

16. No player can have more than one stroke in succes- 
sion. 

17. Pins knocked down must be replaced before the next 
player strikes. A pin is considered " down " if it is entirely 
off its spot, or is leaning against a ball, cushion, or another 
pin. 

18. Playing out of turn subjects the player to a loss of the 
points so made. 

19. Should the three balls be so covered by the pins as to 
prevent their being played at, the red can be spotted after 
one miss is given. 

20. Pushing the cue-ball is foul, knocking down a white 
pin before touching a ball is foul, and playing when the pins 
are not in position is foul. The rules as to foul shots in the 
Three- ball Game govern this game also. 



84 BILLIARDS AND POOL. 



KELLY POOL. 

. 1. The game of Kelly Pool is played with fifteen numbered 
balls, and one white ball not numbered. The latter is the 
cue-ball, and the player plays with it from within the string 
at the head of the table, at the opening of the game, at any of 
the numbered balls, and afterward as he finds them on the 
table, but he must break or burst the pyramid on the first 
shot. 

2. When the pyramid is arranged ready for the commence- 
ment, the marker or attendant throws each player two small 
numbered balls from a shake bottle. The first one indicates 
the rotation of the player while playing, and the second one 
the number of points in the game, to which he has to add un- 
til he secures thirty-one, which is game. Thus, if the second 
small ball received by a player is marked No. 9, he must gain 
twenty-two points from the balls on the table to secure the 
necessary number for game. Whoever first obtains an aggre- 
gate of thirty-one wins the game, and whatever stakes may 
be involved. The second small ball received by each player 
must be placed in a cup or receptacle as in pin-pool. 

3. If a player holds balls whose aggregate number, when 
added to the number on the small ball which he drew, ex- 
ceeds. a total of thirty-one, he is then " burst " and must drop 
out of the game, unless a " privilege " is claimed. If this 
claim is made it must be before another stroke is made, as 
otherwise he can only re-enter the game by the consent of all 
the players. 

4. Players having " burst " can claim a " privilege " as often 
as they "burst," and when "privilege " is granted, the player 
draws a new small ball from the marker, and has then the 
option either of keeping that which he originally drew, or 
accepting the new one then drawn ; but one or the other he 
must return, or else he cannot, under any circumstances, be 
entitled to the pool. 

5. When a player " bursts " and a " privilege " is taken, the 
player «o "bursting" retains his original number in the 



A COMPLETE HAND-BOOK OF 85 

order of its play. Thus, if there are ten players, and No. 2 
" bui'sts," be appears again under privilege as No. 2. 

6. If a player makes a scratch, and in doing so the object 
or any other ball other than the cue ball goes into a pocket, 
he shall forfeit three points from his score. The ball so holed 
must be spotted back of the pyramid, if that still remains 
partially intact, or upon the spot, if the balls are scattered, or 
immediately following any ball that may be upon the spot at 
the time. 

7. If a player has made thirty-one he must proclaim it be- 
fore the next stroke is made ; for which purpose a reasonable 
delay must be allowed for calculation between each play, 
more especially in the latter portion of the game. But if a 
player has made thirty-one, and fails to announce it before 
next play (a reasonable time having passed), then he cannot 
proclaim the fact until the rotation of play again comes 
round to him. In the meanwhile, if any other player makes 
the number and proclaims it properly, he is entitled to the 
pool, wholly irrespective of the fact that the number was 
made, though not proclaimed, before. 

8. A player cannot use any count he may have made by 
playing out of his turn ; but if he has made balls enough to 
" burst " him by such stroke, the loss is established, unless in 
cases where he was called on to play by some other of the 
players, or the marker, who either believed or pretended it 
was his turn. In such case he cannot be "burst" by his 
stroke, and he whose turn it was to play, plays next in order. 

9. A player taking a " privilege " is entitled to a stroke to 
secure his stake to the pool. 

10. It is the duty of each player to see that he is credited 
with the proper number of points by the marker after each 
stroke, and no claim can be allowed after a succeeding stroke 
has been made without the consent of all the phrvers. 

11. The game-keeper shall collect the pool and make up 
the game, deal out the small balls to the players, see that the 
halls are placed properly in posilionj and that there are no 
more small balls out than there are players in the pool, and if 
any ball or balls are missing, to proclaim the number or num- 
bers to the players, as the pool cannot be won by such balls ; 
call out each number in its turn to the players, and proclaim, 



86 BILLIARDS AND POOL. 

loud enough fox* bin* to hear it, the number the player already 
counts from balls holed. 

12. No person is considered in the game unless his pool be 
paid in. 

13. A ball whose centre is on the string-line must be re- 
garded as within the line. 

14. If the player pocket one or more of the object-balls, 
land his own ball goes into a pocket, or off the table from the 
stroke, he cannot score for the numbered balls, which must 
be placed on the spot known as the deep-red spot, or, if it be 
occupied, as nearly below it as possible on a line with that 
spot, the highest numbered balls being placed the nearest ; 
and he forfeits three for pocketing his own ball, or driving it 
off the table, or missing all balls. 

15. A ball going into a pocket and rebounding again upon 
the table is to be regarded in the same light as if it had 
struck the cushion, and is not to be counted as a pocketed 
ball. 

16. Tue rules governing championship fifteen-ball-pool and 
pin-pool, when they do not conflict with the foregoing rules, 
will govern all other points that may arise in the game. 



A COMPLETE ITAND-BOOK OF 87 



BOTTLE POOL. 

The game of Cottle Pool is played on a pool table with one 
white ball, the 1 and 2 ball, and pool-hot lie. The 1 and 2 
balls must be spotted, respectively, at the foot of the table, at 
the left and right diamond nearest each pocket, and the pool- 
bottle is placed standing on its neck on the spot in the centre 
of the table, and when it falls it must be set up, if possible, 
where it rests. 

Counting. 

Carrom on the two object-balls counts 1 point; Pocketing the 
1 ball counts 1 point ; Pocketing the 2 ball counts 2 points, 
Carrom from ball and upsetting bottle counts 5 points. 

Rules. 

1. Any number of persons can play, and the rotation of the 
players is decided as in ordinary pool. 

2. The game consists of 31 points. 

3. Player No. 1 must play with the white ball from any 
point within the string at the head of the table, at either the 
1 or 2 ball at his option. 

4. The player having the least number of points at the 
finish of the game shall be adjudged the loser. 

5. The player who leads must play at and strike one of the 
object-balls before he can score a carrom on the pool-bottle. 

6. A player who makes more than 31 points is burst, and 
must start his string anew ; all that he makes in excess of 31 
points count on his new string, and the next player plays. 

7. If a player carrom on the bottle from either of the ob- 
ject-balls, in such a way as to seat the bottle on its base, he 
wins the game, without further play. 

8. Should the 1 or 2 ball in any way, during the stroke, 
touch the bottle and the bottle is in the same play knocked 
over or stood on its base by the cue-ball, the stroke does not 
count. 

9. If the player forces the bottle off the table or into a 
pocket, the bottle must be spotted on its proper spot in the 
centre of the table, the player loses his shot and forfeits one 
point, and the next player plays. 



S3 IULLTARDS AND POOL. 

10. The player must play with the tip or point of his 
cue. 

11. After a ball has been pocketed, if it, be the 1 ball it 
must be spotted on the red-ball spot at the foot of the table ; 
if that be occupied the ball shall then be spotted at the 1-ball 
spot at the diamond ; if that be occupied it shall be spotted 
At the 2-ball diamond. 

12. The player making a foul stroke shall lose his shot, and 
shall also forfeit one point, which must bfi deducted from his 
string. 

(1) A foul stroke shall be when the player misses both ob- 
ject-balls. (2) When the player misses both balls, and knocks 
down the bottle. (3) When the player knocks down the 
bottle with the object-ball, his cue, his hand, or with his cloth, 
ing. (4) When the cue-ball is forced off the table or into a 
pocket. (5) When the bottle is forced off the table or into a 
pocket. (6) When the player knocks down the bottle witlj 
the cue-ball before coming in contact with an object-ball. 
(7) If the player has not at least one foot touching the floor. 

13. Whenever the bottle is knocked over and cannot be 
spotted on its neck without coining in contact with an object- 
ball, it shall then be spotted on its proper spot ; if that be 
occupied it shall then be spotted on the red-ball spot ; if that 
be occupied, on the white-ball spot. 

14. When a player in playing knocks the bottle off the table or 
onto a cushion with one of the object-balls, the player does no1k 
forfeit a point, but forfeits his shot and the next player plays 

15. Whenever the bottle-spot is occupied bj' an object-ball 
the bottle shall be spotted on the red-ball spot ; if that be oc 
cupied, on the white-ball spot. 

16. If a player has made thirty-one points he must proclaim 
it before the next stroke is made, for which purpose a reason* 
able delay must be allowed for calculation, especially in the 
latter portion of the game ; but if a player has made thirty, 
one points and fails to announce it before the next play, he 
then cannot proclaim the fact until the rotation of play again 
comes round to him ; in the meanwhile, if any other player 
makes thirty-one points and proclaims it properly, he is 
entitled to the pool, wholly irrespective of the fact that the 
number was made, though not proclaimed before. 



-1 COMPLETE HAND-BOOK OP 8q 

When played <>n a carrom table a white cue-ball :m<l two red 
balls are commonly used, :ui<! exeepl as to balls pocketed the 
counts and rules arc the same as when played on a pocket 

table. 



PIN POOL. 

The table for the game of Pin Pool is provided with two 
white balls and one ml ball, and five wooden pins set in dia- 
mond shape, these pins' having a value according to the spots 
they occupy. The pin spots on the table are shown in the 
following diagram: 



The centre, or 5 pin, is black, and the other pins of light, 
natural wood. Numbers for the outside pins should be chalk- 
ed on the cloth. The red ball occupies its natural spot as in 
the three-ball game, and the second white ball occupies a 
spot, called the pin pool spot, at the foot of the table, 3 inches 
from the center diamond on the end rail. The pin spots are 
placed a sufficient distance apart so that a ball may pass be- 
tween without touching the pins. After the order of play has 
been determined, as in Fifteen-ball Pool, each player receives 
a small numbered ball, the number on which should be known 
only to himself. Pool consists in knocking down pins of a 
value which, when added to the number on the concealed ball, 
makes a total of 31. For example, a player drawing the 10 
ball needs 15 for pool. The player first getting and proclaim- 
ing 31 wins the pool. 

1. Carroms from ball to ball count nothing. For a clean 
miss or a ball jumped off the table there is ^o forfeit other 



go BILLIARDS AND POOL. 

than the stroke itself. In such case the ball is placed on the 
pin-pool spot at the foot of the table, or, if this spot be oc- 
cupied, then on the nearest unoccupied spot. 

2. The player leading off plays from any point within the 
string, and may play upon either red or white ball, or, in lieu 
of any other stroke he may place the cue-ball upon the string 
spot. 

Counting Strokes. 

3. Succeeding players may play with and upon either bail. 
A counting stroke is made either by the cue ball carroming 
from an object-ball on the pins, or by the driving of an object- 
ball into the pins. 

4. Pins knocked down (except as provided in rule 3) do 
not count; the pins are replaced, and the player's ball is 
placed on the pin-pool spot at the foot of the table, or, if this 
spot be occupied, then upon the nearest unoccupied spot. 
Provided, that when balls are in contact, ("frozen") the player 
may play with either ball so touching, and play direct at the 
pins, and any count so made is good. 



Natural, or Ranche. 

5. "When on one stroke, by the aid of the cue ball or object- 
balls, the four outside pins are knocked down and the centre 
pin is left standing, it is called a Natural, or Eanche, and the 
player making the stroke wins the pool regardless of the 
count previously to his credit. 



Conditions as to Bursas. 

6. When a player has knocked down pins which, added to 
his numbered ball, exceed 31 (except as provided in rule 5) he 
is " buist," and his score is reduced to the number on his ball. 
If pool is not made before his turn to play comes again, he 
may, upon compliance with conditions agreed upon prior to 
the beginning of the game, exercise the privilege of drawing 
another ball, retaining his first ball until his choice is made 



A COMPLETE BAND-BOOK 01 91 

between the two ; but 1 he ball discarded he must return to the 
game-keeper before making another shot, as in case of retain- 
ing more than one !>all he cannot win a pool. A player who 
bursts and re-enters as above described retains his original 
place in the order of playing. 

7. Should one or more of the pin spots be occupied by any 
one of the balls, the pin must remain off the table until the 
spot is again uncovered. 

Pool Most Be Proclaimed. 

8. When pool (31) has been made, it must be proclaimed 
before the next player's stroke is made, and after each shot 
reasonable time shall be allowed for calculation ; but if a 
player, having made 31, fails to announce it before the next 
stroke is made, he cannot claim pool until his turn to play 
comes again, and if in the meantime pool is made and 
properly proclaimed, the player so making and proclaiming 
it is entitled to the pool, regardless of the fact that pool has 
been previously made and not proclaimed. 

9. A pin shall not bo counted unless (1) it has been knocked 
down, or (2) removed entirely clear of the spot on which it 
stood, though remaining perpendicular. In any other i'ase 
the pin must be replaced on its spot. 

Playing Out of Turn. 

10. A count is void if made by a player playing out of his 
turn, but maybe scored against the player if he thereby bursts, 
except that, incase he was called upon to play by some one of 
the players or by the marker, he cannot be burst by the stroke ; 
and is entitled to play when his turn comes. 

11. Pins do not count if knocked down by a ball whose i 
course has been illegitimately interfered with, nor if knocked 
d< >wn by any other ball set in motion by the same play. Pins 
knocked down by a ball set in motion by a stroke on which 
another ball jumps off the table must be reckoned. Should 
the striker intentionally interfere with any ball after it ia in 
motion, he shall be burst, regardless of his count. 



9 2 BILLIARDS AND POOL. 

Correction of the Score. 

12. The player must see to it that he is credited by the, 
marker with pins made after eacn stroke, and, unless by con- 
sent of all the players, no correction of the score shall be 
made after a succeeding stroke has intervened. 

13. Unless his ball be deposited in its proper place in the 
board, a player shall not be entitled to pins knocked down 
by him. I 

14. A player must look after his own interests, and. if k'H 
plays before one or more of the pins be spotted, the stroke is 
void and his hand is out. 

15. Should one or more of the small balls be missing, the 
game-keeper shall announce the fact, and pool cannot be won 
on a missing ball. 

16. Pins do not count if knocked down by a ball in any 
manner interfered with, or as the result of any unfair or 
irregular stroke or action on the part of the player, except as 
provided in rule 11. 

17. Pins do not count if knocked down by a player in the 
act of striking or otherwise than by the ball played with or at; 
in such case the stroke is forfeited and no pins are counted. 

18. All points not herein provided for are to be referred to 
the game-keeper, whose decision shall be final. 



SSJS 



A COJd.Pl.JiTli HAi^JJ-JJOOK OS Vo 

RED, WHITE, AND BLUE. 

fhe game of lied, White, and Blue is played on an ordi- 
jary carrom billiard -table with three balls, colored respect- 
ively red, white, and blue, and three pins of corresponding 
colors. The red pin is placed upon the red-ball spot at the 
foot of the table, the white pin upon the centre spot, and the 
blue pin upon the white-ball spot. Looking from the head 
of the table toward its foot, or lower end, the red ball, at the 
opening of the game, is placed against the cushion at the 
foot of the table and immediately opposite the right hand 
diamond sight ; the blue ball is placed against the same cush- 
ion opposite the left hand diamond sight. The white cue- 
ball is in hand. The object of the game is to knock down 
3ach piu with a ball of corresponding color, and the rotation 
m which the pins must fall is red, white, and blue. Carroms 
do not count. The white cue-ball is played, in opening the 
game, from any position within the sis-inch semicircle at the 
head of the table, and at the red ball, which ball must knock 
down the red pin on that stroke in order to effect a count. 
The following rules are to be observed in playing the game : 

1. The order of precedence is determined, for the first 
game, by banking or otherwise, and the winner of each game 
must play first in the succeeding game, the other players re- 
taining their same relative positions. Each player continues 
his iuning until he fails to score, and the game is at an end 
when the three pins have been scored in their routine of 
color. 

2. After the opening stroke each player, in his turn, can 
play with any ball, and can either carrom on a pin, through 
U3ing the ball of the color of the pin for his cue-ball, or can 
drive the proper colored ball against that pin with another 
ball. 

3. It is a burst if a pin is knocked down out of its rou- 
tine of color, or with a ball other than one of its own color. 
In either case the striker loses what pins he may have 
previously scored, and when his turn again comes to 
play, he must begin at the red pin as at tfc Q opening of 
the g| 



94 BILLIARDS AND POOL. 

4. A double or triple shot, i. c, where two or three 
pins are knocked down, can be scored when each pin 
is knocked down with the ball of its own color. Should 
the red and the white pins be made on such a stroke, 
it would only be necessary to obtain the blue pin to win 
the game ; but the white and blue pins could not be 
scored unless the red had first been knocked down.. In a 
handicap game, where one player plays more than the 
three regular pins, that player may score a double or 
triple shot on an}' two or three pins which he may need, 
providing either the one or both which fall, as the case 
may be, are next in order of color to the one which he last 
scored. 

5. It is a foul and no count can be mad 3, nor can a player 
burst, when the cue-ball knocks down a pin before hitting an- 
other ball. In such an event and when no ball is hit by the 
cue-ball, the latter must be spotted on the pool-spot at the 
foot of the table, and the nest player whose turn it is plays. 
The same rule applies, except that the cue-ball is not to be 
spotted when a pin is knocked down through any fault of 
the striker, with his hand, his cue, or with anything else 
while in the act of delivering his stroke. Should one pin be 
knocked down by another, the shot is void, but no count can 
be scored, nor can the striker be forced to a burst ; but the 
striker is deprived of his inning, and the next player whose 
turn it is plays. 

6. Should a player play out of his turn the stroke is foul, 
and the balls must be replaced by the marker as near as pos- 
sible to their original position, and the next player whose 
turn it is plays. But should the striker have made more than 
one stroke without correction, he must be permitted to con- 
tinue his inning, and his score in that inning must be reck- 
oned and must be placed to his credit. Having had his in- 
ning he cannot play again when his regular turn comes, but 
he must wait for his regular turn to come around the second 
time. 

" 7. The striker has the right to demand of the next player 
what pin he wants, but it is not fair for any other player to 
prompt the striker, by hint or otherwise, as to his mode of 
play, or as to the pin the succeeding player may need. 



A COMPLETE HANDBOOK OF 



95 



8. Push shots .ire allowed, and in case of "frozen" balls 
the striker can play with either of the balls so " frozen " or 
touching each other, direct at the pin needed, and he can 
score any pin so knocked down by a ball of its own color. 

9. The rules of the Three-ball Carrom Game of Billiards, 
not conflicting with the foregoing rules, govern this game 
also. 

Notes to the Above Rules. 

Introduced by one of the leading clubs of New York City, and 
adopted by all. 

Should a ball occupy a spot which belongs to a pin, both 
the ball and pin must be placed on their respective spots. 

A burst must be paid in to the pool keeper immediately upon its 
occurrence, and previous to the succeeding play. 

As touching a ball in any way otherwise than with a fair stroke 
with the point of the cue is foul, an offending player is required 
to pay one chip into the pool. 

An extra pin which has been colored red, white and blue is 
provided, which is placed upon a spot at the head of the table, 
which spot is fixed five inches from the end cushion and on a 
direct line with the other spots. Should a player knock the red, 
white and blue pin down with either the cue or an object-ball, 
he is required to call for refreshments for the party. 

Should the striker, after the fair delivery of his stroke, knock 
down the colored red, white and blue pin, either with his cue, 
his hand, his arm, his clothing, or with anything else, it is foul, 
and he is required to call for refreshments for the party. But if 
the red, white and blue pin should fall or should be knocked 
down through any fault of the player whose turn it is, previous 
to the delivery of his stroke, the fallen pin must be replaced, 
and the player whose turn it was must then play his stroke. 

It is foul and no count can be made, and the offending player 
must pay a chip into the pool, when the cue-ball knocks down a 
pin before hitting another ball, and the cue-ball must be placed 
upon the pool-spot before the next player whose turn it is plays. 

When a pin is knocked down by the strik r after the fair de- 
jivery of his stroke, either with his hand, or with his cue, or with 



g6 BILLIARDS AND POOL. 

anything else other than a ball of its own color, it is foul, no 
count can be scored, the pin must be replaced, the offending player 
is deprived of his inning, and he must pay one chip into the pool. 
Should a player previous to his stroke, or while in the act of 
delivering his stroke knock down a pin, either with his hand, 
his cue, or with anything else, the pin must be replaced, the offend- 
ing player is deprived of his inning, and he must pay one chip 
into the pool, and the next player whose turn it is plays. 

When the striker fails to hit an object-ball with the cue- 
ball, the latter must be placed upon the pool-spot, the offend- 
ing player must pay one chip into the pool, and the next 
player whose turn it is plays. 

Should one pin be knocked down by another, the stroke is 
void, no count or burst can be made, the offending player 
must pay one chip into the pool, and the next player whose 
turn it is plays. 

Should a player be detected in the act of .'playing out of his 
turn, the shot is foul, and is provided for in Rule 6 ; the 
offending player must pay one chip into the pool, and the 
next player whose turn it is plays. 

It is foul for a player to prompt another in any way as to 
his mode of play or as to the pin the next player may need, 
and the offending player must pay one chip into the pool. 

It is a burst, and the offending player must pay a chip into 
the pool, if a pin is knocked down out of its routine of color, 
except as provided for in Rule 4, or with a ball other than one of 
its own color. The offending player loses all the pins he may 
have scored or which have been placed to his credit, and when 
his turn comes around again to play he must begin again at the 
red, as at the opening of the game. 

A double or triple shot, i.e., when two or three pins fall, 
can only be scored where each pin, in accordance with the 
spirit and intent of the game (Red, White, and Blue), is 
knocked down by a ball of its own color. 

All penalties must be enforced immediately on being de- 
clared and previous to the stroke which succeeds that which 
occasions the penalty. 

The rules of Pin Pooi and those of the regular Three-ball 



A COMPLETE HAND-HOOK OF 0,7 

Game govern this game, except where they conflict with the 
foregoing rules, but the rules of Pin Pool take precedence 
over the Three-ball Game in determining questions which 
(may arise during a game of Red, White, and Blue. 



98 BILLIARDS AND POOL. 

BED, WHITE AND BLUE AS PLAYED IN CHICAGO. 

Still another modification of the game, differing in many 
respects from the rules given above, as played in Chicago, 
where the game of Ked, White and Blue is extensively played, 
is as follows : 

The blue pin occupies the billiard spot at foot of table, the 
red pin a spot in centre of table, and the white pin the billiard 
spot at head of table. 

The balls at opening of game are spotted, the blue against 
the cushion opposite the right-hand diamond at foot of table, 
and the red against the left-hand diamond. The white ball is 
in hand. The object of the game is to knock down the pins 
with the balls of corresponding color, and the rotation to be 
observed is blue, red and lastly white. The white ball is 
therefore played, in opening the game, from any position in 
the string, against the blue ball, which must knock down the 
blue pin. 

The following are the rules to be observed : 

1. The order of precedence is determined for the first game 
by banking or otherwise, and the winner of that game will 
play first in the next, the others retaining their same relative 
positions. The striker continues his inning until he fails to 
score. 

2. The player can, after the opening shot, play with any 
ball, and can either carrom on to the pin or drive the proper 
ball against it with another ball, as in pin pool. 

3. It is a "burst" if any pin is knocked down out of its 
proper order (except in case of a double shot, as per rule 4), or 
with the wrong ball, or when it has been already obtained. 
In such a case the player loses all pins made, and must begin 
again at the blue when his turn next comes. 

4. A double or triple shot can be scored when each pin is 
obtained with its proper ball, providing neither of the pins so 
scored has been made before, and in such case it is-immaterial 
which is obtained first. Should the blue and the white pins 
be made on such a shot, it is only necessary to obtain the red 
pin to win the game; but the red and white pins could not fo& 



A COMPLETE HAND I'.ooK OF 99 

made unless the blue had firs! been scored on a previous shot. 
Tn the case of a handicap, in which one player plays more 
than the regular three pins, he may score a, don hie shot on any 
two pins he may Meed, providing one of them is the next in 
order to the one be last obtained. 

5. It is a foul, and no count can be made, nor can a player 
burst when the cue ball knocks down a pin before hitting 
another ball.. In such a case, or when no ball is hit by the 
>Mie ball, the latter is to be spotted on its proper spot. (The 
S[> >l for the white ball is the pin pool spot at foot of table.) 

The same rule applies when any pin is knocked down 
through any fault of the player, by touching with his hand or 
cue, in the act of making a shot, except that the cue ball is 
not to be spotted. 

Should one pin he knocked down by another, the shot is 
foul, and no count or burst can be made. 

Should a ball occupy a pin spot, the striker must so play d,s 
to uncover the spot and allow the pin to be spotted. 

G. Should a player play out of his turn, the shot is foul, and 
the balls must be replaced as nearly as possible. But should 
he have made more than one shot without correction, he 
c< intinues to play, and his score in that inning must be count- 
ed. But he cannot play after missing, until all the others 
have had their turn, and his order of play must remain the 
same as that assumed by mistake. 

7. The striker has the right to demand of the next player 
what pin he wants, but it is not fair for any other player to 
caution the striker, by hint or otherwise, as to the pin the 
next player may need. 

8. A push shot is allowable, and in case of frozen balls one 
may be played away from the other, or directly at the pin 
needed, if possible. 

9. Excepting where they conflict with the foregoing, the 
rules of Pin Pool and of the Three-ball Carrom Game govern 
the Game of Red, White and Blue. 



IOO BILLIARDS AND POOL. 



TWO-PIN POOL. 



This game is played with a hlack and white pin, and three 
balls, two white and one red, which are spotted as in five- 
pin pool. 

The black pin is set up on the left of the centre spot, on 
that spot where the three-pin belongs in regular Five-pin 
Pool, and the white pin is set up on the right of the centre 
spot, or where the two-pin belongs. The spots are placed five 
inches apart, measuring from centre to centre of each spot. 

The balls are spotted as in Five-pin Pool, with the red 
upon the red-ball spot at the foot of the table, and the white 
upon a spot placed nine inches from the foot cushion. 

1. He who plays first plays the cue-ball from any position 
within the string at the head of the table, the string being all 
that portion of the table lying back of the second sights upon 
the side-cushion rails, counting from the head of the table 
as in Fifteen-ball Pool. 

2. Any number of persons may play, their order of play 
being determined by the rolling out of the small numbered 
ball as in Fifteen-ball Pool. 

3. The game is usually played for an agreed amount per 
ball. 

4. Either object-ball may be hit first vith the cue-ball in 
opening the game, after which any ball may be used for the 
cue-ball as in regular Five-pin Pool. 

5.- To score successfully the striker must knock down tho 
white pin after first hitting an object-ball, as in five-pin pool, 
and when successful, each player in the game pays him tho 
amount agreed upon per ball. Carroms do not count. 

6. Should the striker knock down the black pin only, he 
pays each of the persons in the game the amount agreed upon 
per ball and the next in turn plays. 

7. When both pins fall it is a stand off — nothing won, 
nothing lost. 

8. The striker plays until he fails to score, after which 
the next in turn plays. 

9. After each successful score and settlement per ball, the 
balls are spotted and a new pool begun. 



A COMPLETE II AND-liooK OF TOT 

10. All other play is governed by the rules of regular Five-pin 
Pool, where said rules do not conflict with those herein laid 
down. 



THE LITTLE CORPORAL. 

This game is the regular Three-ball Caronr Game with a 
small pin added, like those used in Pin Pool, which is set up 
iu the centre of the table. 

The caroms and forfeits count as in the regular Three-ball 
Game, but the knocking down of the pin scores live points for 
the striker, who plays until he fails to effect a carom or knock 
down the pin. 

1. A ball must be hit by the cue-ball before the pin can be 
scored ; playing at the pin direct is not allowed. 

2. The pin must be set up where it falls ; but in case it 
goes off the table or lodges on the top of the cushion it must 
be placed upon the centre spot. 

3. The pin leaning against the cushion must be scored as 
down, and when the pin lodges in the corner of the table, so 
that it cannot be hit with the ball, it is to be set up on the 
centre spot. 

4. One hundred points generally constitute a game, but 
smy number of points may be agreed upon. 



BOUCHON POOL. 

The game of Bouchon (cork) is of French origin and is a 
favorite game with the Parisians. It is played with three 
billiard-balls, two white and one red, and three corks, the lat- 
ter being cut at least 3 f inch in length, and perfectly true 



102 



BILLIARDS AND POOL. 



and level at their ends, that they may stand directly upright. 
Common, straight bottle-corks are generally used and they 
are set up on the spots which are used in the regular Three- 
ball Game of Billiards, the pool-cork being placed on the 
spot in the centre of the table. The game is usually played 
for a stake, the amount generally being either ten or twenty- 
five cents per head, and any number of persons may partici- 
pate. The pool money is piled or stacked up on the top of 
the centre cork. The red ball is placed on the pool-spot at 
the foot of the table, said spot being fixed as in the Four- 
ball and Pin Pool games, five inches from the end cushion 
and on a direct line with the other spots. The white ball^ 
in leading are played in turn from the six-inch semi-circle 
or radius at the head of the table, the purpose of the player 
being to drive the object-ball to one or more cushions an<?. 
then cause it to knock down the pool-cork in the centre oil 
the table. 



The Kules. 

1. The order of play is determined by throwing out the 
small balls as in Fifteen-ball, Pyramid, or Pin Pool. 

2. Number one must shoot from the six-inch radius or 
semi-circle at the head of the table and at the red ball on 
the pool-spot at the foot of the table, and must bank or drive 
that ball against one or more cushions and then on to the 
centre pool-cork in order to score a valid stroke, and with suf- 
ficient force to knock the centre cork down, and in a manner 
that will cause that cork, when down, to fall clear of its spot, 
Should the striker succeed in so doing, and should no otlier 
cork fall with the pool-cork, the pool is his, and another game 
must be begun. 

3. Number two shoots with the remaining white ball from 
the semi-circle at any ball on the table, his object of play be- 
ing to bank either object-ball onto the centre cork, as pro- 
vided in Rule 2. Number three shoots with any ball on the 
table from where he finds it, as in Pin Pool. 

4. It is foul, and the offending player must purchase a new 
life for failing to hit an object-ball; for knocking down one 
or more corks with the cue-ball; for knocking down either or 



A COMPLETE HAND-BOOK OF IO3 

both the outside corks otL^r than the pool-cork with either 
cue- or object-ball for knocking down all three corks with 
any ball ; for kno' king down the pool-cork so that some part of 
it as it lies shall couch its spot ; or for causing a ball to knock 
the pool-money off its cork and leave the pool-cork standing. 
A distinct penalty must be paid for each cork which falls ; thus, 
should the striker knock down three corks he must pay three 
penalties into the pool. 

5. A player is at liberty to withdraw from a game at any 
time during its progress, but he forfeits thereby all claim to 
any part of the pool, therefore he is not compelled, after losing 
a life, to purchase a new one. 

6. Should a ball be forced off the table it must be placed 
en the pool-spot at the foot of the table. Should two balls 
be forced off the table, the pool-spot at the foot of the table 
must receive the object-ball, while the other ball, being in 
hand, must be played from the six-inch radius or semicircle at 
the head of the table, and it can be played at either object- 
ball. Should three balls be forced off the table then the 
play is the same as in leading at the opening of the game. 

7. When a cork falls it must be set up on its spot and 
should its spot be occupied by a ball, that ball must be 
placed on the pool-spot at the foot of the table, and should 
the pool-spot, be occupied, the ball then being in hand must 
be played by the next player whose turn it is from the six- 
inch radius at the head of the table. 

8. Playing or banking the cue-ball against one or more 
cushions, as in the carrom game of bank-shots, then onto an 
object-ball, must be reckoned as a valid stroke, and the pool 
can be won by such a stroke should the object-ball knock 
down the pool cork, as provided in Rule 2, even though the 
object-ball does not strike a cushion. 

9. The rules of the regular Three-ball Game, not conflicting 
with any of the foregoing rules, govern this game also. 



IC4 BILLIARDS AND POOL. 



BULL DOG POOL. 

1. The game is played on a regular Pool Table by two or 
more persons, by placing the two ball on the spot at the head 
of the table, the five ball on the centre spot and the three ball 
on the lower spot, the cue ball being a white ball. 

2. The game is begun by banking the same as for billiards, 
the winner of the lead has the option of playing first himself, 
or he can compel his opponent to play first. 

3. The player who makes the opening stroke must play 
from within the string at the head of the table and must play 
only on the three ball, if missed, the shot must be taken over 
in the same manner, the player may pocket the three ball or 
carrom to another ball as he wishes. 

4. After the opening stroke, any ball may be played upon 
from the resting position of the cue-ball, either pocketing a 
ball or making a carrom. 

5. The points of the game consist of making forty points 
in pool shots or carrom and ten additional points in carrom 
only, each ball in pocket counts the number of points to game 
of said ball, each carrom counts one point. 

6. In making the points, the forty in pool or ce iroms must 
be made exactly, if the player runs over he loses all made in 
that inning and his shot, the ten additional points in carrom 
only must be made in the same manner, and if he runs over 
he loses in addition one point on his string until he is back 
to forty points. 

7. The game is won by the player making his last shot 
with the cue-ball, hitting any ball he selects and pocketing 
the cue-ball in pocket called, if he misses, he counts what he 
may have made in the inning, but in his next shot must play 
off the ball first selected. 

8. If at any time the cue-ball is locketed, except at the 
last stroke, or if the player fails to nit a ball, the player, 
while making his forty points loses all he may have made, in 
that inning, and while making his ten points, the same pen- 
alty holds and in addition he loses one point on his string 
until he is back to forty points. 



A COMPLETE HAND-BOOK OP 105 

0. If any ball is moved white making a shot or if any ball 
is driven off the table, it is ;i foul and the player loses his shot, 
hut may count any points he may have made. 

10. "When balls are Croze the cue hall must be played away 
from the frozen ball without moving it, if moved <>r the play- 
er fails to hit another ball the penalty is the same as in Rule 
8. 

11. When the cue ball is in hand it must be played from 
within the string at the head of the table on any ball outside 
the string, a ball on the string line, if more than one-half out, 
may be played upon. If no balls are outside, the player must 
bank for them, playing from within the string. , 

12. No shove shots are allowed, all shots must be played 
with one foot on the floor, the penalty for each is the same as 
in Rule 8, the bridge may be used. 

13. If the cue ball stops on a spot, the pool ball belonging 
on this spot must be placed on the vacant spot furthest from 
the cue ball, but if all three spots are occupied, it must be 
placed on rail furthest from cue ball. 

If a pool ball is on a pool ball spot, the pool ball in hand 
must be placed on the spot furthest from the cue ball. 

14. If the player makes any foul or penalty strokes and his 
attention is not called to it by his opponent before his next 
stroke, he continues the same as if they had not been made. 



COW-BOY POOL. 

The following rules for the government of the game are the 
result of a joint commit Ice of representatives of the following 
Liuis: Somerset, Puritan, University, Algonquin, St. Botolph, 

Tavern, Union, and the Boston Athletic Association, Boston, 
Mass. 

1. The game is played by two or more contestant*;, on a 



I06 BILLIARDS AND POOL. 

pool table, with one cue ball and three colored balls numbered 
respectively i, 3 and 5. 

2. At the commencement of the game the ball numbered 1 
shall be placed on the spot at the head of the table, the ball 
numbered 5 shall be placed on the centre spot, and the ball 
numbered 3 shall be placed on the lower spot, and whenever 
any object ball is pocketed or forced off the table it shall be 
replaced on the original spot, except as provided for in Rule 
No. 12. 

3. The opening player may play from any point within the 
string line he may choose, but must play upon the No. 3 ball 
before striking any other, or forfeit his hand. 

4. The winner is the player who first accomplishes the main 
object of the game, which is to score 101 points by the 
"Cow-Boy method," which is that the first 90 points may be 
scored by either carroms or the pocketing of one or more of 
the numbered balls, which shall count that number for the 
player; the scoring of a single carrom shall count I, and a 
double 2. 

5. On arriving at the exact number of 90 points, the con- 
testant must next obtain 10 more points by carroms only; and 
having arrived at the score of 100, the last point must be ob- 
tained by playing the cue ball onto the No. 1 ball and thence 
into any pocket he may designate, without touching either of 
the other balls, however, and should the cue ball enter any 
other pocket, the hand is out and the run, if any, lost. 

6. Any point made by a player and scored for him, by either 
the marker or himself at the completion of any hand can never 
be lost; but should a player at any time make a scratch, miss 
or foul, any points previously made by him in that hand shall 
be lost and the hand shall pass. 

7- At the completion of the first 90 points all the balls must 
come to rest on the table before the player makes his next 
stroke; otherwise the following stroke shall be a foul. 

8. At the completion of 100 points the balls must all come 
to rest before the player makes his next stroke j otherwise the 
stroke is foul. 



A COMPLETE HAND BOOK OF IO^ 

g. Should a player pocket the cue ball twice in succession 
without striking any object ball he shall forfeit the game. 

:o. Should a player while upon his carroms pocket any ball, 
the hand is out, and he loses any points he may have made 
on that run. • 

11. Whenever, except on the final stroke, the cue ball is 
pocketed or forced off the table, the hand is out, the points 
scored on that run are lost, and the cue ball is in hand for the 
following player, who must play on a ball outside the string 
line, or else on some point of the cushion outside the line. 

12. Should the spot on which any pocketed ball belongs be 
occupied, said ball shall be left off the table until the spot is 
free and the balls are at rest, with this exception — that should 
the 1 ball be pocketed, and its spot occupied, any player who 
is exactly 100, and whose turn it is to play, may demand that 
all the object balls be spotted and he shall play with ball in 
hand. 

13. It is a foul if the player touch any ball with his person 
or clothing. It is a foul if he strike the cue ball twice or with 
anything but the point of the cue. It is a miss if he shoot 
without causing the cue ball to strike any object ball. It is 
a scratch if he cause the cue ball to enter a pocket except 
on the 101st point, or leave the table. 

14. Carroms obtained by pushing during the first 90 points 
are legitimate, but not during the following ten points ; and 
the 101st shot must be a clean stroke, and a push shot will not 
be allowed. 

15. When a player is 100, should he fail to strike the 1 ball 
his hand is out and his run, if any, forfeited. 

16. During the first 00 points, should the cue ball be frozen 
to an object ball, and if by a push causes the object ball to 
move, any resulting carrom shall be valid. If, however, the 
frozen object ball fails to move, it shall be considered as not 
having been touched except that should the cue ball strike a 
cushion, it shall not be a scratch. 

17. Any cases not covered by these rules shall be governed 
as far as possible by the accepted rules of pool and four-ball 

. billiards. 



~I08 BILLIARDS AND POOL. 

The following cases and decisions may assist in explaining 
the intention of the rules : 

Case A.— A player is 85 and plays, pocketing the 5 ball, and 
his cue ball then carroms on another ball. 

Decision : — His hand is out and the run forfeited because 
the balls did not come to rest at 90. 

Case JB. — A player is 99 and carroms from the 3 ball to the 
1 ball, and his cue ball then goes into a pocket. 

Decision :— His hand is out and the run lost as above. 

Case C. — A player is 99 and makes a carrom, but leaves the 
balls lined up, and in endeavoring to strike the 1 ball hits the 
3 only. 

Decision : — Hand out and run lost under rule 15. 

Case D. — A player is 89 and scores a double carrom. 

Decision : — Hand out and run lost. 



A. COMPLETE HAND-BOOK i)F IO9 



RULES OF POOL FOK 31 POINTS. 
Played on the Parisian Pool Board. 

When played for thirty-one points, a burst is declared 
when that number is surpassed, as in Pin Pool. 

1. Player number one strikes the ball from within the 
string, making it take one or more cushions, and return to 
lodge in one of the caps on the board, its number being 
placed to his credit. As to what constitutes a shot see Rule 
4 of La Barraque. 

Q. This being a difficult, though an interesting game, he 
whose aggregate of points made will have reached 31 points 
must declare himself as having made pool. Should a player 
having made pool not announce the fact before the next 
player shoots (a reasonable time having passed), he cannot 
claim it until it come his turn again, when he may call pool 
without striking a ball. But should any other player make 
pool in the meantime, and declare such in the proper way, 
the latter is entitled to the game, notwithstanding that pool 
had already been made. 

3. A player having made over 31 points, being " bursted," 
may claim the " privilege," of re-entering the pool by paying 
the forfeit agreed upon at the start. He must, however, de- 
clare his intention of retaining his interest in the pool imme- 
diately upon bursting, and pay for his privilege, when he will 
resume his play when his regular turn comes. 

4. A player cannot claim any counts he may have made by 
playing out of his turn ; but if he has made enough points to 
burst him by such stroke the loss is established, unless in a 
case where he was called upon to play by the game-keeper ; 
the offending player loses his turn, and the player whose turn 
it is plays. 

5. In all cases not covered by these rules, the pool-keeper's 
judgment will be final 






HO BILLIARDS AND POOL. 

HIGH NUMBER POOL. 

Played on the Parisian Pool Board. 

1. In speculating on High Number, each player will play in 
his turn, and he whose ball attains the highest numbered 
cup, each contestant in that pool having had one stroke, will 
be declared winner. 

2. In case there should be a tie for the highest number, the 
player so interested will roll the ball, each in his proper turn, 
and he who reaches the highest numbered cups will be de- 
clared the winner of the tie. 



RULES OF PARISIAN POOL. 

(La Barraque.) 

1. This game may be played by any number of persons } 
and, to decide their positions of play, each shall strike a ball, 
from inside the string, to one or more cushions, the object 
being to have the ball return and lodge in one of the num- 
bered cups on the board, i.e., a thick board of black walnut 
or other material of the width of the billiard-table is provided 
with a dozen or fifteen cup-holes, similar to a bagatelle table, 
which receives the balls. The edge of the board at its front 
is bevelled down to a sharp surface at the cloth which is cov- 
ered with sheet brass that the ball may not break the sharp 
edge of the board when it runs up the incline onto the 
board, and thus drops into one of the numbered cups. The 
player attaining the highest number is declared the winner. 

2. The game consists of two hundred points, more or less, 
as agreed upon by the players. When one of the contestants 
has reached or surpassed that number of points, the game ia 
concluded, and the one having the lowest number of points 
to his credit must be considered the loser. 

3. Each contestant will play in his proper turn, and will 
have but one shot at a time. The number of the cup he 
attains in said play will be placed to his credit. 

4. For a shot to be valid the ball, after striking a cushion 



A COMPLETE HAND-BOOK OB III 

outside of the string, must pass over the brass pla+e onto th%> 
board, where it may drop in a cup, remain motionless on the 
board's surface, or roll off again. Should the striker not sue, 
ceed in making the ball pass over the brass plate onto th» 
board, he may play on until he succeeds in doing so. 



MONTE CAELO. 



1. The ball must be struck by the player with the tip end 
of the cue. 

2. Each player is entitled to four chances, and the plays 
can be made in succession or alternating as may be preferred. 

3. The total of the counts made in the four shots shall be 
the limit of the game. 

4. After the ball has been struck and rolls beyond the 
gutter, but returns on account of being struck too lightly, it 
is called a shot. 

5. The player making the lowest count in the four shots 
shall be the loser of the game, and shall be responsible for 
whatever forfeit may be decided upon. 

G. Every game must be settled for before another one is 
commenced. 

7. The amount secured by each shot is indicated by the 
receptacle in which the ball stops. If the ball is struck, the 
extra ^ount made by it is added to the score of the player. 



PIGEON HOLE AND JENNY LIND. 

1. For the purpose of ascertaining who should play first, it 
is necessary that each player take two balls in one hand and 
roll them toward the holes or pockets. Who counts most 
plays first, and then in rotation, from the highest number to 
the lowest. 

2. Every player must place himself at the end of the table ; 
it is against the rules to plaj' a ball from the side of the 
table. 

3. Nine balls are used, of which number eight are to be 



I I 2 BILLIARDS AiS T D POOL. 

white and one red. The red ball shall be placed upon the 
spot on the center of the table, and the player shall play his 
ball from within the line, which is drawn across the table 
from the first ivory sight on the edges. 

4. The red ball, when pocketed or holed, counts double. 

5. After the player has played two or more balls into the 
pockets or holes,. and there are no more balls upon the table s 
he is permitted, if he has more balls to play, to take the red 
one out, and again re-spot it. 

6. No party is permitted to make use of the table for 
longer than three games in succession, if others are present 
who desire to play. 

7. Any person who purposely throws or knocks balls from 
the table, ]oses the game. 

8. One hundred points constitute a game, and the first one 
to count that number is the winner. 



"PAREPA." 

In the game of Parepa, the colored balls are numbered 
respectively, 10, 2C, 30, 40, 50, GO, 70, 80, 90, and 100. The 
numbered balls are aU placed upon the table so as to form a 
triangle, about 24 inches in front of the Parepa box. 

1. Each game consists of 500 points, or such other num- 
ber as the proprietor of the table may establish as "rules of 
the house." 

2. The order of playing may be determined by a toss, or 
by a single shot by each player, tbe one counting highest to 
lead, and the others following in their order. 

3. The first player takes the white ball to make the first 
shot. If he succeeds in pocketing a colored ball, or caroms 
on a colored ball and pockets the white, he has a right to 
follow up his came as long as there are balls remaining upon 
tbe table, or until he makes game. 

4. After the first shot, the player takes any ball he may 



A COMPLETE HAND-BOOK OF I 1 3 

ehoose from those in the pockets. But if the first player fails 
to count, the second then ta.iesthe white ball from the table, 
leaving the others undisturbed ; and if he also fails, then the 
third player does the same, and so on. 

5. All shots must be made from the head of the table, in- 
side the string. Each player counts the number on each ball 
he has pocketed, adding to it the number of the pocket in 
which the ball is found. 



BAGATELLE. 

In this game nine balls are used. 
Rules. 

1. Any number may play, and either singly or on sides. 

2. Each player strings for lead, and he who lodges his ball 
in the highest hole begins. 

3. Tiie player who wins the lead takes possession of the 
nine balls and opens the game. 

4. The black ball is placed on the spot in front of tlie first 
hole, and the player strikes from the balk at the black ball, 
and endeavors to put it, his own, or both balls, into hole or 
holes. 

5. The black ball counts double, into whatever hole it falls. 

6. The striker's ball must be placed within the balk-line, 
raid is struck with the cue at the black ball. The remainder 
i>f the balls are then driven up the board in a like manner, 
and the sum total of the holes made is the player's score. 

7. Any number of rounds may be played for the game, as 
agreed beforehand. 

8. The player (or side) obtaining the highest score wins. 

9. Any ball rebounding beyond the balk-line, or forced 
over the board, is not to be again played during that round. 



I 1 4 BILLIARDS AND POOL. 

ENGLISH BAGATELLE. 

1. Any number of persons may join in this game, and cau 
play either separately or with an equal number of players on 
each side. 

2. The King Ball (which may be colored either red or 
black) is placed on the white spot in front of the holes, at the 
beginning of every round, and must in the first instance be 
struck by one of the other balls before there can be a score. 
After being once struck, however, it is not compulsory t« 
play upon it, 

3. The striker's ball must be kept within a boundary line 
marked across the board. Should the striker in playing 
bring the red ball ov<ar this line, it is considered out of play 
for the time being, until the next player commences. 

4. Any number of rounds (or runs up) may be played for 
the game, as may be agreed upon at its commencement. 

5. The player, or players on a side, who obtain the great- 
est number — counting the holes into which he puts the balls, 
according to the figures marked within them — wins the game. 

G. Any balls driven off the table during play cannot be 
again used during that round. 

7. In some cases pins are placed on the table surrounding 
the holes. Pins knocked down count five each, or as many 
as may be agreed upon. Pins must be replaced on spots. 



CA"ROMBOLETTE. 

Carombolette is a com bination of Bagatelle (a game c£ 
chance) and Pool (a game of skill). 



Bagatelle. 

1. Two or more persons can make a game, each one for 
himself, or by playing partners. 

2. To determine who shall lead, place two white balls in 
the 10 holes, with the pool-stop in position, then suddenly 



AOOM1MJ0TK BAND-BOOK 01 I I 5 

remove the the stop; 'the count of the balls when at rest 
entities the winner to choice of play. 

3. The game is played with nine balls, eight white and one 
fed. The red ball shall be spotted in the center of the table 
midway between the lower diamonds, and when pocketed 
shall count double, and when pocketed, whether counting or 
not, is to be respotted. Play upon it after the first shot shall 
be at the discretion of the player. 

4. All shots shall be made from within the string at the 
head of the table, and all balls forced from the table or re- 
turning within the line shall be considered dead. 

5. A cue-ball which does not strike the object or othe-/ 
ball, whether it goes through the arches or not, shall no* 
count, and the player so missing shall forfeit one ball. 

6. The game shall consist of the total count made aftex 
having played all the balls. The numbers over the arches do 
not count in bagatelle. 

7. When played by partners one round shall constitute a 
game, but single handed, the best two out of three is more 
interesting. 

Pool. 

Place the pool-stop in position, and play according to the 
rules of Bagatelle, excepting that the game is counted by the 
numbers over the arched pockets. The red ball counting 
double, and being always re-spotted after being pocketttd. 



I 1 6 . BILLIAEDS A~ND POOL. 

KULES FOE GOLF POOL. 

1. Playe±s will shake small balls for shots. Lowest num- 
ber plays first, etc. 

2. In playing partners, the players holding the lower num- 
bers play against those holding the higher ones. 

3. White ball is spotted on regular spot at head of table, 
and the red ball is spotted in the centre of table. 

4. To start the game the first player must play the whita 
ball and bank the red ball direct to lower end cushion for the 
left hand side pocket counting each shot. After he pockets 
the red ball he must spot both and the next player must make 
the same opening shot. The first player must then play to 
pocket the red ball in upper left corner pocket direct, and so 
players continue, in rotation, to upper right corner pocket, 
then to right hand side, right hand lower corner and last to 
lower left hand corner. 

5. The white ball is always to be shot from point left by 
preceding player after the opening shot. 

6. Should a scratch be made by shooting white ball in 
pocket or red ball in wrong pocket, it must be spotted and 
adds three to score besides one for the shot and the player 
continues to shoot. 

7. One ball, either the white or red, must touch a cushion 
in making every shot or it is foul and the player adds three 
points to his score besides one for the shot and continues to 
play. 

8. "When playing partners they follow each other and their 
scores are added together. 

9. The white ball must be shot from spot after a scratch 
has been made. 

10. Should the red ball be back of foul line the player may 
shoot direct at it from spot. The object is to assist your part- 
ner by shooting red ball near pocket needed, if you cannot 
make it yourself. 

11. If red ball is made by first player, say in one shot, the 
partner does not play that inning but plays first the following 
inning. Their score will be one for that inning and the oppo- 



A COMPLETE HAND-BOOK OF 11/ 

site side will start, shooting from where the white ball stands, 
and the red on the centre spot. 

12. When tin- sixtli pocket has been made by each playei 
or partnership tin* scores are added and the lowest total score 
for the six pockets wins the game. 

Note.— The game is played on any size pool table. 



EULES EOE KLONDIKE GAME. 

1. Six shots constitute game. 

2. When white ball makes circuit of table without scoring 
it is considered one shot. 

3. When white ball does not leave alley in three consecu- 
tive attempts, it also is considered one shot. 

4. Should balls lodge at any of the pins, score 20 for white, 
or 40 for red. 

5. When ball stops on cushion points at foot of table, score 
10 for white, 20 for red. 

6. When a white ball strikes a pin at head of table and 
then goes to alley, it is considered one shot. 

7. When white ball strikes red and then goes to alley, red 
ball only scores. 

8. Should red ball go to alley after being hit by white, 
score 100. 

9. Red ball always scores double. 

10. Largest total of all scores obtain' d in the six shots 
wins the game. 

Note.— The Troughs at the sides of table are designated 
Alleys. 



I 1 8 BILLIAKDS AND POOL. 



DEVIL--AMONG-THE-TAILORS. 

The Game is played with twenty-eight small Pins, similar in 
shape to Ten Pins, and a Bi-ass Top with a long steel spindle 
or shaft. The pins are set on an even flat surface, a marble 
slab, in compartments (or boxes), all connected by openings 
through which the top goes as it spins. 

The pins in different compartments being of different value, 
adds increased excitement to the game. 

Any number of persons, from two to ten, can participate in 
the play at once. 

Eules for Playing the Game. 

1. Cover each spot on the table with a pin, setting the one 
black pin on the centre spot in the compartment marked 50. 

2. Wind up the top, placing it with long leg down, in the 
seat or pocket at end of the table, carrying the end of the 
string through the hole in the wooden frame. 

3. Firmly grasp the string with one hand, and steadying 
the top with the other, pull, and the top will spin from one 
to five minutes, paying its respects to the pins all over the 
table, and knocking them down in every direction. 

4. Each pin counts what is indicated on the compartment 
in which it is placed, thus : 

Pins in (3) compartments, numbered 10, each count 10 

(2) " " 20, " 20 

(2) " " 30, " 30 

And " (1) " " 50, " 50 

except the black one, which counts 100; and if all the pins 

were knocked down at one spin of the top, it would count just 

1570 points. 

5. Bet up all the pins after each spin. 

0. The game is for the most points in three spins, or fol 
the most points in one spin, just as may be agreed upon. 
7. Any number of persons can play at once. 



\ COM IM.KTK HAM) I'.noK. QZ I ' (j 

RULES OF SHUFFLE-BOARD. 

I. Each player shall choose and roll four weights distinguished 
from those of his opponent by the face letter. 

-'. After the roll shall have been completed, each weight oc- 
cupying' a position on the Board superior to each and every other 
opposing weight shall count. 

3. In championship contests the best three out of five games 
shall be played. Three lines shall be drawn across the Board at 
both ends. A weight stopping within such lines shall count one, 
two or three, according to position. The game is twenty-one 
points. I 

4. A weight projecting over a line toward the winning end of 
the Board by more than one-half of its bulk shall be counted as 
within that line. A weight exactly centering on a line shall be 
considered as not within that line. 

5. A weight failing to pass line numbe" one by more than half 
its bulk is out of play and shall be removea from the Board. 

6. Whenever a weight shall leave the Board it shall be out of 
play and must be removed from the Alleys. Should a weight out 
of play dislodge or displace any weight on the Board, such latter 
weight shall be replaced as nearly as possible by the referee. 

7. A roll shall be ended when the final count shall have been 
announced by the referee. Should a player overlook and fail to 
use one of his weights, he shall not roll it after he or his opponent 
shall have elected to "flip," or the referee shall have announced 
the final count. 

8. When, after the completion of the roll, a weight shall pro- 
ject over the end of the Board, the player to whom the weight 
shall belong may elect either to score " three " or to " flip." The 
flip must leave the weight reversed on the Board within line num- 
ber three, and, if successful, shall score six points. If a player 
shall attempt and fail to "flip" his weight successfully, the weight 
shall be out of play, and must be removed from the Board. 

9. A " flip " must be made from the end of the Board, not from 
its side. The weight must be actually flipped, and in flipping the 
tip of one finger only shall be used. 

10. When two or more weights shall project over the end of 
the Board, the weight projecting furtherest sh? 11 win, and the 
player to whom it shall belong may elect to "flip." Should his 
attempt fail, the next furtherest projecting weight may be flipped, 
and so on. 

II. When an equal number of opposing weights project the 
same distance over the end of the Board, a tie shall be declared. 
When the number of weights is odd the majority shall score. 

12. The Board shall be sanded at the beginning of play, and 
again shall be sanded whenever two games have been rolled, un- 
less the players agree between themselves that the Board shall 
not be again sanded during the match. 

13. There shall be a referee of each championship contest, 
whose decision shall be final. 



T 20 BILLIARDS ANI" POOL. 

THE B. B. C CO. POOL. 

This game is played with sixteen (1G) balls — Seven 
(7) Yellow, Seven (7) Bed, One (1) Black, and a Cue 
Ball. 

The game can only be played by two players, or multi- 
ples of. two (partners). 

The object of the game is to pocket the Black Ball after 
pocketing the seven balls of either color. 

BtTLES FOE PLAY. 

1. The players can either shake or bank for the break. 
All 1 jails count on the break. 

2. In racking the balls at the commencement of the 
game, they are placed on the table in the form of a triangle 
or pyramid, as customary, the black ball being placed im- 
mediately behind the head ball of the triangle, and the 
other balls placed indiscriminately in the triangle. 

3. If on the break a player pockets either a red or a yel- 
low ball, his aim is to secure the remaining balls of that 
color, and he plays accordingly. Should he pocket balls 
of both colors on the opening stroke he must choose be- 
tween the two colors, and continue to play for the balls of 
the color chosen. After pocketing the seven balls of the- 
color chosen, he must next pocket the black ball, succeed- 
ing in which he wins the game. 

4. When balls of both colors are pocketed on the opening 
stroke, or simultaneously at any time thereafter, they must 
count for both players. Thus, if A, on the break, pockets 
a red and a yellow ball, and he selects the red, the yellow 
ball is placed in the rack to the credit of his opponent. 

5. If the black ball is pocketed out of turn, that is, 
before either player, or side, has secured the seven red or 
the seven yellow balls, the game terminates, and the player 
who pocketed the black ball loses the game. 

6. A player pocketing a ball of his opponent's color, 
and, failing simultaneously to pocket a ball of his own 



A COMPLETE HAND-BOOK OF I 2 ! 

color, forfeits his shot, and his opponeni is entitled to the 
hall pocketed. 

?. In the event of a scratch by reason of the cue hall 
being pocketed, or jumped oil' the table, the player loses 
his inning, hut any halls pocketed on the stroke count 
Tor the player or his opponent, according to color. The 
cue hall being in hand, the next player must play from 
inside the string, or balk, hut should there lie no hall out- 
ride the string, of the color he is playing, the hall of that 
color nearesl the string line is to he spotted on the spot 
at the foot of the table. Should the player with cue hall 
in hand have already pocketed the seven halls of his color, 
then the black hall is to be spotted as above. 

8. At the commencement of the game, should the player 
fail to break the balls, that is, fail to pocket a ball, or drive 
at least two of the object balls to a cushion, the next player 
has the option of selecting his color before playing, or he 
can break the balls and select his color afterwards, 
whether he pockets a ball or not. 

9. The rules of the American Pyramid Pool Game, when 
not conflicting with the above rules, govern tins game also 



12 2 BILLIARDS AND POOL. 

THE RULES 

OF THE 

GAME OF RUSSIAN POOL 

Authorized by The Billiard Association of Great Britain and 

Ireland. 

i. Russian Pool can be played by two or more players, either 
as a game, for a set number of points, or by the score at the 
end of a certain length of time, half-aii-hour, one hour, or more 
or less. 

2. Five balls are used, viz., the white, red, brown, green, and 
yellow. At the beginning of the,, game, the red ball is placed on 
the billiard spot, the brown ball on the centre spot, the green, on 
the left-spot of the D, and the yellow on the right-spot of the 
D. The white ball, which players all use in turn, is "in hand." 

3. The idea of the play is to score cannons, losing hazards 
and winning hazards, on to, and off the four pool balls.. If the 
white ball hit any two of the four colored ones a cannon is 
scored to the striker. A cannon counts 2 points. Should the 
striker nominate a cannon and give a complete miss, he is pen- 
alized 2 points. 

4. The losing and winning hazards are made from or with 
colored balls into selected pockets in this order : 

By going in off the brown ball or putting it into either 
middle pocket the striker scores 9 points, but by making 
such strokes into any of the other four pockets he loses 
9 points ; 

By going in off the red ball or putting it into either top 
pocket the striker scores 3 points, but by making such 
strokes into any other pocket he loses 3 points ; 

By going in off the green ball or putting it into the left 
baulk pocket the striker scores 6 points, but into any 
other pocket he loses 6 points ; 

By going in off the yellow ball or putting it into the right 
baulk pocket the striker scores a points, but by making 
such strokes into any other pocket he loses 4 points. 



A C0MPL1 OF I2j 

5. Every time the brown, red, green or yellow balls are pock- 
eted they "come up" on the defined spots. 

6. In opening the game the white, or playing ball, is played 
from the D on to the red ball. AfteYwards the white ball is 
i iayed from any part of the table upon which i ■ n it 
is "in hand," alter it has been pocketed, any 'one of the faur 
colored halls m; y be played at, whether they are behind the 
baulk line or not. 

7. To prevent disputes, the striker must always nominate the 
ball at which he aims, excepting in the case of cannons. 

S. If a player happens to fluke a colored ball, or to send his 
own ball into .wrong pockets (as explained in Rule 4), he still 
has the saving clause of a cannon. If he is lucky enough to 
make the cannon it still counts the 2 points to him, and he goes 
on with his break. 

9. No ball in any circumstances can be taken up to clear the 
way for a stroke on another ball. 

10. Should the spot allotted to any pool ball be covered by 
another ball, it has to be placed on the nearest unoccupied spot. 
If the latter is occupied, then as close to it as is possible, keeping 
the ball in the longitudinal middle line of the table and towards 
the baulk end. 

11. if the striker's ball is touching one of the pool balls, the 
latter must be glaced on its allotted spot, the white ball, however, 
is not touched, and is played from where it stands. 

12. Double strokes count double for or against the striker — 

pocket the red in either top pocket and also 

pocket the white, he scores 6 points ; but if he had pocketed 

both balls in middle or baulk pockets he would lose 6 points. 

Making an intended losing hazard, and patting one or more 

[ 1 into wrong pockets, merely neutralizes the stroke.' 

striker counts nothing, and makes way for the next player. 

Making an intended winning hazard, and sending the white into 

rong pocket, again neutralizes the stroke. The score counts 

: ng, and the next player takes his 
1,3. Fouls are made in : ing the 

"push"; playing with both feet oil the floor; touching or moving 



124 



BILLIARDS AND POOL. 



a ball, except in the way of playing a stroke ; playing before the 
balls have stopped rolling; knocking a ball off the table; obstruct- 
ing a player, or the running of the balls, and refusing to obey 
the referee ; missing, running a coup, striking the wrong ball, or 
pocketing the white or colored ball in wrong pockets. 

14. If the striker make a push; strikes a ball twice; plays 
with both, feet off the floor ; touches or moves a ball ; or plays 
before the balls have stopped rolling, he cannot score, though he 
may forfeit points on the stroke. 

15. If a striker plays out of turn he forfeits his next turn. If 
the fact is discovered while he is on a "break" he loses the score 
of the last stroke he made. The balls are then spotted as at the 
beginning of the game. Playing with the white from the D at 
the red, the offender opens up the game for the others. In doing 
so he cannot score, but may incur any penalties arising from the 
stroke. 

16. Knocking any ball or balls off the table involves the for- 
feiture of 9 points. 

17. Wilful obstruction of a player on his stroke, or inter- 
ference with the running of the balls, or refusal to obey the 
referee's decision, involves the forfeiture of 18 points. 

18. Unless a referee has been appointed, the marker shall act 
as such. 



A COMPLETE HAND-BOOK OF J 2 r 

THE RULES 

OF THE 

GAME OE SNOOKER'S POOL 

Authorized by the Billiard Association of Great Britain and 

Ireland. 

i. The game of Snooker's Pool is played by two or more 
players, either all against all or in partnership, with fifteen red 
balls, six pool halls, and one white ball as hereafter described. 
An_\- rest may be used. 

2. To decide the order of play, as many pool balls as there 
are players or sides shall be put into a basket, shaken, and given 
out to the players by the marker. 

The players play in the order in which the colors appear on 
the pool marking board. A player pocketing a ball, scores its 
value as against each of the other players, and when penalized, 
pays the penalty to each of them. In a game where sides are 
formed a player either scores for his own side, or is penalized 
to the opposing side or sides. 

3. When commencing a game the fifteen red balls shall be 
placed as in the game of Pyramids. For each of these balls 
pocketed, according to rule, the striker shall score one point. 
The pool balls to be used are the yellow, green, brown, blue, pink, 
and black, which shall be spotted as follows at the commence- 
ment of the game, and have the appended values when pocketed 
according to rule : 

The Yellow ball shall be placed on the right hand spot of 

the baulk line and count two points; 
The Green ball shall be placed on the left hand spot of the 

baulk line and count three points ; 
The Brown ball shall be placed on the middle spot of the 

baulk line and count four points; 
The Blue ball shall be placed on the spot between the two 

middle pockets and count five points ; 
The Pink ball shall be placed at the apex of the pyramid 

and count six points; 



126 



BILLIARDS AND POOL, 



The Black ball shall be placed on the billiard spot and 
count seven points. 

The White ball shall be used in rotation by the various 
players taking part in the game solely as the striker's 
ball, and shall be played from the "D" at the start of a 
game by the first player, and at any other period of the 
game, after it has been off the table from any cause 
whatever. 

4. The ball shall be struck with the point of the cue and not 
"'pushed." If, after the striker's ball has been forced against an 
object ball, the point of his cue remain or come in contact with 
his ball, the stroke is foul. There is no difference between the 
act of striking and the act of aiming. 

5. The "baulk" is no protection. 

6. The striker must pocket a red ball before playing upon a 
pool ball ; otherwise the stroke is foul, and after pocketing a 
red ball he must play upon a pool ball, an order of play that 
must be observed throughout each break so long as a red ball 
remains upon the table. 

7. After pocketing a red ball the striker is at liberty to select 
the pool ball upon which he will play, but, when there is no 
longer a red ball on the table, the pool balls must be played at 
and taken in their order of value from lowest to highest, save that 
the player pocketing the last red ball shall be allowed to select 
the first pool ball upon which he plays, which, if pocketed, shall 
be re-spotted and the pool balls played at in their order of value. 

8. When playing on a pool ball the striker, if asked the ques- 
tion by a player taking part in the game, shall "declare" the ball 
selected. 

9. Any number of red balls may be taken in one stroke ; but, 
if a pool ball is taken in conjunction with a red ball, the stroke 
is foul. After pocketing a red ball only the pool ball aimed at 
may be taken. 

10. A red ball once off the table shall not be brought into 
play again under any circumstances ; but all pool balls pocketed 
shall be respotted in their original positions (save that the pink 
ball shall be placed on the pyramid spot), until Rule 7, as to 



A COMPLETE HAND-BOOK OF 127 

playing upon the pool balls in rotation, comes into force. When 
the pool balls are being played upon in rotation, they shall not 
be re-spotted after being pocketed in proper order and according 
to rule. 

11. No ball shall, under any circumstances, be taken up. 

12. Should the spot allotted to any pool ball be occupied when 
it becomes necessary to re-spot it, it shall be placed upon the 
nearest unoccupied spot, and, failing that, as near as possible to 
its proper spot in the direction of the centre spot. If the middle 
spot of the baulk line is occupied, the brown ball after being 
pocketed shall, if possible, be placed on the left hand spot of the 
baulk line, and, failing that, the rule as above applies. 

13. If the striker's ball is touching another, such ball not being 
playable, and he disturb the ball touching his own, the stroke is 
foul. 

14. Should the striker's ball be so placed that he cannot play 
direct on the object ball he is said to be "snookered." 

FOUL STROKES AND PENALTIES. 

15. Foul strokes are made or penalties incurred by (i) "Push- 
ing" instead of striking the ball, or striking the ball more than 
once; (2) Playing out of turn; (3) Playing with both feet off 
the floor; (4) Playing before all the balls have become stationary, 
when off the table, or wrongly spotted; (5) Playing with the 
wrong ball ; (6) Touching or moving any ball, except in the 
legitimate manner set forth in these Rules: (7) Forcing any ball 
off the table ; (8) Wilfully interfering with an opponent, or the 
run of the balls, and refusing to obey the referee's decision; (g) 
Missing, running a coup, striking the wrong ball, or pocketing 
the white ball; (10) Playing at or pocketing any ball except in the 
proper rotation; (11) Striking two balls, other than two red 
balls, simultaneously; (12) Giving an intentional miss; (13) 
Pocketing more than one ball — other than red balls — by one 
stroke. 

16. If the striker "push" his ball or strike it more than once 
he cannot score, but is subject to any other penalty that he may 
incur by the stroke. 

17. If a player play out of turn he shall forfeit his next turn, 



j 28 BILLIARDS AND POOL. 

otherwise the sequence of turns shall not be altered. If the 
error be discovered during his break he cannot score from the 
last stroke made, and the balls shall be replaced by the marker 
as nearly as possible in the positions they occupied before the 
stroke objected to. The striker shall be credited with any 
previous scores, but is subject to any other penalty he may incur. 

18. The striker cannot score by a stroke made with both feet 
off the floor, but is subject to any penalty he may otherwise incur. 

19. If the striker play before all the balls have ceased rolling, 
or before a pool ball has been re-spotted, or whilst any pool bail 
has been wrongly spotted, he cannot score, and the next player 
in rotation shall proceed from the position in which the balls 
have been left. The striker is subject to any penalty he may 
otherwise incur. 

20. If the striker play with the wrong ball he shall be penalized 
in the value of the black ball. 

21. If the striker touch a ball in play otherwise than in the 
proper manner laid down in these Rules, he cannot score and 
the balls shall be replaced. After the balls are replaced the stroke 
must be played, if the striker was still in play when the ball was 
moved or touched, and he is subject to any other penalty he 
may incur. Should he touch a ball after the completion of any 
stroke, i. e., when the balls have become stationary, his scores from 
previous strokes shall hold good. 

22. If the striker force any of the red or pool ba"s off the 
table, he shall be penalized in the value of the ball or balls so 
forced off. Should the ball or balls forced off the table be struck 
out of order, or of inferior value to the ball that should have 
been struck, the latter ball shall govern the penalty. Should he 
force his own ball off the table, he shall be penalized in the value 
of the ball aimed at, unless another ball of higher value be first 
struck, in which case such higher ball shall govern the penalty. 

23. If a player refuse to continue the game when called upon 
to do so, or intentionally obstruct an opponent, or wilfully inter- 
fere with the running of the balls, he shall be penalized in the 
total value of all the balls remaining in play. 



A COMPLETE HAND-BOOK OF I 2X) 

24. If the striker miss the object ball, or run a coup, or pocket 
ihe white ball, he shall be penalized in the value of the ball aimed 
at ; but, if he strike another ball or balls, he shall be penalized 
in the value of the first ball so struck, unless the ball so struck 
is of lower value than the ball aimed at and missed, in which 
case the penalty is governed by the value of the ball aimed at. 
Should the striker in pocketing any ball hole the white he cannot 
score, and is penalized in the value of the ball pocketed. Should 
the striker (excepting as provided in Rule 9) pocket a ball other 
than the one aimed at he cannot score, and is penalized in the 
value of such ball unless the ball pocketed is of lower value than 
the ball aimed at, in which case the penalty is governed by the 
value of the ball aimed at. 

25. If the striker play at or pocket a ball except in the proper 
rotation, he shall be penalized in the value of the ball so played 
at or pocketed unless the ball so played at be of lower value than 
:he ball which should have been selected, in which case the 
penalty is governed by the latter ball. 

26. If the striker strike simultaneously a pool ball and a red 
ball, or two pool balls, he shall be penalized in the value of the 
higher ball. 

27. If the striker pocket the white ball after contact with an- 
other, he shall be penalized in the value of the ball struck, unless 
the object ball so struck be out of order, in which case the 
penalty shall be governed by the ball of the higher value. 

28. Should the striker give an intentional miss, he shall be 
penalized in the value of the black ball, and be compelled to play 
the stroke again. No score can accrue from such stroke, but 
the striker shall be subject to any further penalty he may incur. 

29. If the striker pocket more than one ball, other than red 
balls, in one stroke, he cannot score, and is penalized in the value 
of the highest ball pocketed. 

30. In the absence of a referee the marker of the room shall 
decide all disputes that may arise ; and, if he does not know of 
ihe matter in dispute, the majority of the onlookers shall decide. 



INDEX 



PAGE 
Attitude, Correct (Illus- 
trated ) Front Cover 

American Four-Ball Pock- 
et Game 47 

Bagatelle 113 

Bagatelle, English 114 

Balk-line Game, (14 inch) 36 
Baik-line Game, Champ- 
ionship Emblem, (18 

inch) one shot in 38 

Balk-Line Game, Champ- 
ionship Emblem, (18 

inch) two shots in 41 

Balls, Care of 26 

Bank Shot Game 49 

Carom bolette 114 

Ctialk 19 

Cloth, Billiard 23 

Crotch Debarred 35 

Cues, Billiard 16 

Cue, S-lecting a 17 

Cue Leathers, How to put 

them on 18 

Cushions, History of 19 

Cushion Bolts, Keep tight 

the 27 

Cushion Carrom Game .... 47 
D;vi!-A.m:> lg-the-Tailors . . 118 
Euglish Championship 

Game 49 

Family Circle, In the .8 

Four Ball Carrom Game. . . .46 

Foul Strokes, Denned 30 

Frozen Balls . . . 32-48 

Game, History of 5 

Game Keeper, Duties of... 84 

Illustrations 1-129 

Introductory 3 

Klondike 117 

Little Corporal 101 

Market, Duties of 53 

Medals Awarded, Litho- 
graphic Pictures of . . . 

Back Caver 

Monte Carlo 1 1 r 

Needless, Bent 25 

No Count Strokes , . . . 35 

"Parepa" 112 

Pigeon Hole and Jenny 

Lind in 

Players. Duties of . 53 



PAGE 

Pool, American Pyramid. . .66 

Pool, Bottle 87 

Pool, Bounchon (Cork) .... 101 

Pool, Bull-Dog 104 

Pool, Rotation 70 

Pool, Continuous. ....... . .55 

Pool, Color-Ball (Life 

Pool) .77 

Pool, Cow-Boy 105 

Pool, English Pyramid. ... .68 

Pool, Fifteen-Ball ...64 

Pool, Forty-one 75 

Pool, Gulf 116 

Pool, High - Low - Jack 

Game 76 

Pool, High Number no 

Pool, Kelly...... 84 

Pool, Parisian (La Bar- 

raque) 1 10 

Pool, Pin 89 

Pool, Russian .122 

Pool, Skittle 81 

Pool, Snooker's 125 

Pool. The B. B. C. Co. ... 120 

Pool, Thirty-one IC9 

Pool, Two-ball 71 

Pool, Two-Pin 100 

Progressive Carrom Game. 45 

Red, White and Blue 93 

Red, White and Blue 

(Chicago) 9S 

Referee, Duties of .36 

Rooms, Dimensions of 14 

Room-Keepers, 1 mportant 

to 22 

Rules, A Code of 30 

Safety, Play 31-33 

Shuffle-Board 119 

Sound Reasoning ....... ..10 

Space Game . 44 

Spanish-Game .54 

Spectators, Duties of 53 

Stock List 28 

Table, Buying a 10 

Table, Outfit for a 12 

Tables, Accompaniments 

to ..15 

Tables, Hints on Care of... 23 
Three-ball Carrom Game... 33 
Three Cushion Carrom 

Game 48 



THE ONLY BILLIARD BOOK. 
♦-•-♦ 

MODERN BILLIARDS. 



Published by THE BRUNSWIGK-BALKE-COLLENDER CO. 



A Complete Tfxt Book of the Game, containing plain and practical 
instructions how to tlay and acquire skill at this scientific amusement. 

Illustrated with Plates and Engravings, giving three hundred 
different strokes, and showing the best method of executing them, as 
practiced by the leading players of the day, also new standard rules and 
regulations governing the various games for amateurs and professionals. 
A manual giving the theories and principles of the various strokes, and of 
the game itself showing the proper attitudes and positions, directions for 
holding the cue, a full explanation of the table and all its accessories, hints 
to architects and builders regarding the billiard-room in dwellings or public 
places, particulars of cloth, leathers, cues, balls, and all the attendant ma- 
chinery, explanations of terms used, philosophy of the forces used in strik- 
ing the ball, and a large number of other valuable suggestions to assist in 
mastering the game and to improve the accomplished player. An interest- 
ing and reliable history of the origin and progress of billiards, profusely 
illustrated with handsome engravings showing the table at different epochs 
and the various changes made in it. 

A complete record of all prominent match and tournament games newly 
compiled from the best authentic sources. 

In fact, it is the most thorough and complete work ever published upon 
the subject, richly bound and embellished, and, aside from its practical 
usefulness, is an ornament to the library. 



OPINIONS OF THE PRESS. 

"Modern Billiards" is a complete text book of the game, containing plain and prac- 
tical instructions how to play and acquire skill at this fascinating game. * * * * In 
addition there are chapters on the history of billiards; on the proper dimensions of a 
room in which a table should be placed; on cues, how to put leather on the cue, and 
a number of other valuable hints to the inexperienced player. The book is an admir- 
able treatise on the game of billiards." — Advertiser. 

"Modern Billiards," a copy of which we have received, is profusely illustrated, 
and contains matter of much interest to amateurs and professionals." — Sportsman. 

"It is clearly expressed, and is illustrated with a great number of colored plates', 
showing the manner of making every important shot on the table." — N. Y. Sun. 

FOR SALE BY ALL BOOKSELLERS. 

PRICE, $1.00 

Sent free by mail on receipt of price. 




tNDER Q). 



>$&? BY THE GREAT 

EXPOSITIONS Of THE. WORLD. 



